extends Object class_name WeaponGrips ## Where the hands sit on a weapon, in the WEAPON's own local space. ## ## This is the authored ground truth for "where is this gun held". WeaponManager ## places the first-person viewmodel's arms at these points, and ## SkinnedPlayerModel reaches the third-person character's hands to the same ## ones, so both views agree on the grip. Every weapon model in the set is built ## with its origin at the pistol grip, which is why one pair of offsets covers ## all of them. ## ## Deliberately dependency-free (no autoloads, no weapon scripts) so both the ## weapon system and the character models can reference it without dragging the ## other's load order along. const GRIP := Vector3(0.04, -0.05, 0.05) # trigger hand const SUPPORT := Vector3(-0.02, -0.02, -0.3) # handguard hand ## Fallback barrel length (grip -> muzzle) for a weapon with no muzzle marker. const DEFAULT_MUZZLE_DIST := 0.45