mirror of
https://github.com/JonnyBro/beatrun.git
synced 2024-12-28 12:53:02 +05:00
Properly squash FOV bugs
This commit is contained in:
parent
f626a1d1a7
commit
5a3edb21f8
1 changed files with 27 additions and 23 deletions
|
@ -8,7 +8,8 @@ if CLIENT then
|
|||
CreateConVar("cl_playerskin", "0", {FCVAR_ARCHIVE, FCVAR_USERINFO, FCVAR_DONTRECORD}, "The skin to use, if the model has any")
|
||||
CreateConVar("cl_playerbodygroups", "0", {FCVAR_ARCHIVE, FCVAR_USERINFO, FCVAR_DONTRECORD}, "The bodygroups to use, if the model has any")
|
||||
|
||||
CreateConVar("Beatrun_Debug_FOVFix", "0", {FCVAR_DONTRECORD, FCVAR_UNREGISTERED}, "DEBUG: Toggles the FOV fix on or off.")
|
||||
--CreateConVar("Beatrun_Debug_FOVFix", 0, {FCVAR_DONTRECORD, FCVAR_UNREGISTERED, FCVAR_USERINFO}, "DEBUG: Toggles the FOV fix on or off.", 0, 1)
|
||||
CreateClientConVar("Beatrun_Debug_FOVFix", 1, false, true, "debugging", 0, 1)
|
||||
-- Don't record this CVar's value. Don't want players wondering how they broke FOV behavior even after restarting GMod.
|
||||
|
||||
local lframeswepclass = lframeswepclass or ""
|
||||
|
@ -373,30 +374,28 @@ function PLAYER:CreateMove(cmd)
|
|||
end
|
||||
|
||||
function PLAYER:CalcView(view)
|
||||
local fov = GetConVar("Beatrun_FOV"):GetInt()
|
||||
local mult = (self.Player:InOverdrive() and 1.1) or 1
|
||||
local fixfovmult = 1
|
||||
|
||||
if CLIENT then
|
||||
if GetConVar("Beatrun_Debug_FOVFix"):GetBool() then
|
||||
-- VERY hacky and dirty code and I apologize in advance
|
||||
-- VERY hacky and dirty code and I apologize in advance
|
||||
|
||||
if lframeswepclass != LocalPlayer():GetActiveWeapon():GetClass() then
|
||||
-- SP weapon swap detection, proper hook isn't called in SP
|
||||
FOVModifierBlock = true
|
||||
timer.Simple(1, function() FOVModifierBlock = false end)
|
||||
end
|
||||
local fov = GetConVar("Beatrun_FOV"):GetInt()
|
||||
|
||||
if !FOVModifierBlock and !LocalPlayer():GetActiveWeapon().ARC9 then
|
||||
fixfovmult = view.fov / fov
|
||||
else
|
||||
fixfovmult = 1
|
||||
end
|
||||
view.fov = fov * mult * fixfovmult
|
||||
lframeswepclass = LocalPlayer():GetActiveWeapon():GetClass()
|
||||
else
|
||||
view.fov = fov * mult
|
||||
if lframeswepclass != LocalPlayer():GetActiveWeapon():GetClass() then
|
||||
-- SP clientside weapon swap detection
|
||||
FOVModifierBlock = true
|
||||
timer.Simple(1, function() FOVModifierBlock = false end)
|
||||
end
|
||||
|
||||
if !FOVModifierBlock and !LocalPlayer():GetActiveWeapon().ARC9 then
|
||||
fixfovmult = view.fov / fov
|
||||
else
|
||||
fixfovmult = 1
|
||||
end
|
||||
|
||||
view.fov = GetConVar("Beatrun_FOV"):GetInt() * mult * fixfovmult
|
||||
lframeswepclass = LocalPlayer():GetActiveWeapon():GetClass()
|
||||
end
|
||||
|
||||
if self.TauntCam:CalcView(view, self.Player, self.Player:IsPlayingTaunt()) then return true end
|
||||
|
@ -554,16 +553,21 @@ hook.Add("PlayerSpawn", "ResetStateTransition", function(ply, transition)
|
|||
end)
|
||||
end)
|
||||
|
||||
hook.Add("PlayerSwitchWeapon", "BeatrunSwitchFOVFix", function(ply, oldwep)
|
||||
hook.Add("PlayerSwitchWeapon", "BeatrunSwitchFOVFix", function(ply)
|
||||
-- This ENTIRE hook is for dealing with ARC9's stupid FOV reset
|
||||
-- behavior after switching away from an ARC9 SWEP.
|
||||
|
||||
-- Yes this is hacky as hell.
|
||||
if ply:GetInfoNum("Beatrun_Debug_FOVFix", 1) == 1 then
|
||||
ply:SetFOV(ply:GetInfoNum("Beatrun_FOV", 120))
|
||||
timer.Simple(0, function()
|
||||
ply:SetFOV(ply:GetInfoNum("Beatrun_FOV", 120))
|
||||
timer.Simple(0, function()
|
||||
ply:SetFOV(ply:GetInfoNum("Beatrun_FOV", 120))
|
||||
end)
|
||||
end)
|
||||
end)
|
||||
|
||||
cvars.AddChangeCallback("Beatrun_FOV", function(convar, oldval, newval)
|
||||
-- Fixes live FOV changes. I'm not kidding.
|
||||
if CLIENT then
|
||||
LocalPlayer():SetFOV(newval)
|
||||
end
|
||||
end)
|
||||
|
||||
|
|
Loading…
Reference in a new issue