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WEAPON:CalcViewModelView#517447

<function name="CalcViewModelView" parent="WEAPON" type="hook"> <ishook>yes</ishook> <description>Allows overriding the position and angle of the viewmodel. This hook only works if you haven't overridden <page>GM:CalcViewModelView</page>.</description> <realm>Client</realm> <predicted>No</predicted> <args> <arg name="ViewModel" type="Entity">The viewmodel entity</arg> <arg name="OldEyePos" type="Vector">Original position (before viewmodel bobbing and swaying)</arg> <arg name="OldEyeAng" type="Angle">Original angle (before viewmodel bobbing and swaying)</arg> <arg name="EyePos" type="Vector">Current position</arg> <arg name="EyeAng" type="Angle">Current angle</arg> </args> <rets> <ret name="" type="Vector">New position</ret> <ret name="" type="Angle">New angle</ret> </rets> </function> <example> <description> One way to change the viewmodel texture (skin) for your SWEP. Changing it from 0 to 1. Remember to define the base path ([$cdmaterials](https://developer.valvesoftware.com/wiki/$cdmaterials)) for your model when e.g. using [Crowbar](https://developer.valvesoftware.com/wiki/Crowbar) to compile .smd to .mdl; or else you won't get any texture(s) applied. (the game won't know where to look) [QC Commands](https://developer.valvesoftware.com/wiki/Category:QC_Commands) And remember to use [$texturegroup](https://developer.valvesoftware.com/wiki/$texturegroup) for multiple skins. </description> <code> function SWEP:CalcViewModelView(ViewModel, OldEyePos, OldEyeAng, EyePos, EyeAng) -- Set skin to the SWEPs second skin; 1. Starts at 0 ViewModel:SetSkin(1) end </code> <output></output>⤶ <output>⤶ <image src="CalcViewModelView_ex1_skin0.JPG" alt="thumb|left|Skin_0"/>⤶ <image src="CalcViewModelView_ex1_skin1.JPG" alt="thumb|left|Skin_1"/>⤶ </output>⤶ </example>