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