Re-positioning viewmodels?

I recently got a buttload of Killing Floor models and while the models work fine, their positions are not what they should be.

(not ironsights)

I have the default code for SWEP:GetViewModelPosition, but what can I add to it to shift the model’s position over to the right?



function SWEP:GetViewModelPosition( pos, ang )
 
    if ( !self.IronSightsPos ) then return pos, ang end
 
    local bIron = self.Weapon:GetNetworkedBool( "Ironsights" )
     
    if ( bIron != self.bLastIron ) then
     
        self.bLastIron = bIron
        self.fIronTime = CurTime()
         
        if ( bIron ) then
            self.SwayScale  = 1.0
            self.BobScale   = 1.0
        else
            self.SwayScale  = 1.0
            self.BobScale   = 1.0
        end
     
    end
     
    local fIronTime = self.fIronTime or 0
 
    if ( !bIron && fIronTime < CurTime() - IRONSIGHT_TIME ) then
        return pos, ang
    end
     
    local Mul = 1.0
     
    if ( fIronTime > CurTime() - IRONSIGHT_TIME ) then
     
        Mul = math.Clamp( (CurTime() - fIronTime) / IRONSIGHT_TIME, 0, 1 )
         
        if (!bIron) then Mul = 1 - Mul end
     
    end
 
    local Offset    = self.IronSightsPos
     
    if ( self.IronSightsAng ) then
     
        ang = ang * 1
        ang:RotateAroundAxis( ang:Right(),      self.IronSightsAng.x * Mul )
        ang:RotateAroundAxis( ang:Up(),         self.IronSightsAng.y * Mul )
        ang:RotateAroundAxis( ang:Forward(),    self.IronSightsAng.z * Mul )
     
     
    end
     
    local Right     = ang:Right()
    local Up        = ang:Up()
    local Forward   = ang:Forward()
     
     
 
    pos = pos + Offset.x * Right * Mul
    pos = pos + Offset.y * Forward * Mul
    pos = pos + Offset.z * Up * Mul
 
    return pos, ang
     
end


Nevermind.

I’ll just fix them by re-compiling.

-snip- its hard to see a tiny parenthesis hidden between a picture and a code block.

That refers to the ironsights position. I’m guessing you didn’t see the (not ironsights) form the first post? Either way I already fixed it.