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4 changed files with 20 additions and 16 deletions
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@ -435,7 +435,7 @@ function SWEP:PrimaryAttack()
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ply:SetMEMoveLimit(ply:GetMEMoveLimit() * 0.75)
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ply:SetOverdriveMult(mult)
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ply:SetFOV(ply:GetInfoNum("Beatrun_FOV", 120) * fovmult, 0.125)
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ply:SetFOV(ply:GetInfoNum("Beatrun_FOV", 100) * fovmult, 0.125)
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return
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end
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@ -34,7 +34,7 @@ local function FallCheck()
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ParkourEvent("falluncontrolled", ply, true)
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end
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elseif ply.FallStatic and speed > -800 then
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ply:SetFOV(ply:GetInfoNum("Beatrun_FOV", 120))
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ply:SetFOV(ply:GetInfoNum("Beatrun_FOV", 100))
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ply:StopSound("FallStatic")
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ply.FallStatic = false
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@ -66,7 +66,7 @@ local function FallEffect()
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blurpass = math.min(blurpass + 0.1, 10)
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end
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ply:SetFOV(ply:GetInfoNum("Beatrun_FOV", 120) + math.Rand(0, CamShakeMult * 2.5))
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ply:SetFOV(ply:GetInfoNum("Beatrun_FOV", 100) + math.Rand(0, CamShakeMult * 2.5))
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end
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end
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@ -104,7 +104,7 @@ function syn:Think()
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end
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local testbuildup = false
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local testfovconvar = GetConVar("Beatrun_FOV", 110)
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local testfovconvar = GetConVar("Beatrun_FOV", 100)
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local testfov = 100
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local colbeatr = 250
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local colbeatg = 120
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@ -9,7 +9,6 @@ if CLIENT then
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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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local lframeswepclass = lframeswepclass or ""
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local fovdelaytoggle = false
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end
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if SERVER then
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@ -160,7 +159,7 @@ function PLAYER:Loadout()
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self.Player:SetJumpPower(230)
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self.Player:SetCrouchedWalkSpeed(0.5)
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self.Player:SetFOV(self.Player:GetInfoNum("Beatrun_FOV", 120))
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self.Player:SetFOV(self.Player:GetInfoNum("Beatrun_FOV", 100))
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self.Player:SetCanZoom(false)
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end
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@ -380,17 +379,19 @@ function PLAYER:CalcView(view)
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if CLIENT then
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-- VERY hacky and dirty code and I apologize in advance
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local fov = GetConVar("Beatrun_FOV"):GetInt()
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if IsValid(LocalPlayer():GetActiveWeapon()) then
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if lframeswepclass != LocalPlayer():GetActiveWeapon():GetClass() then
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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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timer.Simple(1, function()
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FOVModifierBlock = false
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end)
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end
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if !FOVModifierBlock and !LocalPlayer():GetActiveWeapon().ARC9 then
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if not FOVModifierBlock and not 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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@ -558,12 +559,13 @@ 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)
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hook.Add("PlayerSwitchWeapon", "BeatrunSwitchARC9FOVFix", 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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ply:SetFOV(ply:GetInfoNum("Beatrun_FOV", 120))
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ply:SetFOV(ply:GetInfoNum("Beatrun_FOV", 100))
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timer.Simple(0, function()
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ply:SetFOV(ply:GetInfoNum("Beatrun_FOV", 120))
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ply:SetFOV(ply:GetInfoNum("Beatrun_FOV", 100))
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end)
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end)
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@ -572,9 +574,11 @@ cvars.AddChangeCallback("Beatrun_FOV", function(convar, oldval, newval)
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LocalPlayer():SetFOV(newval)
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elseif CLIENT then
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FOVModifierBlock = true
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timer.Create("beatrunfovdelay", 0.16, 1, function()
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timer.Simple(0.16, function()
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FOVModifierBlock = false
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if !FOVModifierBlock then
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if not FOVModifierBlock then
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net.Start("Beatrun_ClientFOVChange")
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net.WriteInt(newval, 16)
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net.SendToServer()
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@ -586,7 +590,7 @@ end)
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if SERVER then
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net.Receive("Beatrun_ClientFOVChange", function(len, ply)
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ply:SetFOV((net.ReadInt(16)))
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ply:SetFOV(net.ReadInt(16))
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end)
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end
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