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3907207dc9
...
fdb3d703bf
1 changed files with 8 additions and 52 deletions
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@ -7,13 +7,6 @@ if CLIENT then
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CreateConVar("cl_weaponcolor", "0.30 1.80 2.10", {FCVAR_ARCHIVE, FCVAR_USERINFO, FCVAR_DONTRECORD}, "The value is a Vector - so between 0-1 - not between 0-255")
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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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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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util.AddNetworkString("Beatrun_ClientFOVChange")
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end
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local PLAYER = {}
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@ -375,32 +368,17 @@ 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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-- 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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-- 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 = fov * mult * fixfovmult
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lframeswepclass = LocalPlayer():GetActiveWeapon():GetClass()
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if !LocalPlayer():GetActiveWeapon().ARC9 and !FOVModifierBlock then
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fixfovmult = view.fov / fov
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else
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view.fov = fov * mult
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fixfovmult = 1
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end
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view.fov = fov * mult * fixfovmult
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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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@ -558,39 +536,17 @@ 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", "BeatrunSwitchFOVFix", function(ply, oldwep)
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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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FOVModifierBlock = true
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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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timer.Simple(0.8, function() FOVModifierBlock = false end)
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end)
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cvars.AddChangeCallback("Beatrun_FOV", function(convar, oldval, newval)
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-- Live FOV change in SP, needs work for MP
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if CLIENT and game.SinglePlayer() then
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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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FOVModifierBlock = false
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if !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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FOVModifierBlock = true
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end
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end)
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end
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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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end)
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end
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player_manager.RegisterClass("player_beatrun", PLAYER, "player_default")
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