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No commits in common. "3907207dc98cd0e1e59d6e3079e6b37308e2581f" and "fdb3d703bf50ba931a294a31e95ff1138865bbc9" have entirely different histories.

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@ -7,13 +7,6 @@ if CLIENT then
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")
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")
local lframeswepclass = lframeswepclass or ""
local fovdelaytoggle = false
end
if SERVER then
util.AddNetworkString("Beatrun_ClientFOVChange")
end
local PLAYER = {}
@ -375,32 +368,17 @@ 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
-- VERY hacky and dirty code and I apologize in advance
local fov = GetConVar("Beatrun_FOV"):GetInt()
if IsValid(LocalPlayer():GetActiveWeapon()) then
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 = fov * mult * fixfovmult
lframeswepclass = LocalPlayer():GetActiveWeapon():GetClass()
if !LocalPlayer():GetActiveWeapon().ARC9 and !FOVModifierBlock then
fixfovmult = view.fov / fov
else
view.fov = fov * mult
fixfovmult = 1
end
view.fov = fov * mult * fixfovmult
end
if self.TauntCam:CalcView(view, self.Player, self.Player:IsPlayingTaunt()) then return true end
@ -558,39 +536,17 @@ hook.Add("PlayerSpawn", "ResetStateTransition", function(ply, transition)
end)
end)
hook.Add("PlayerSwitchWeapon", "BeatrunSwitchFOVFix", function(ply)
hook.Add("PlayerSwitchWeapon", "BeatrunSwitchFOVFix", function(ply, oldwep)
-- 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.
FOVModifierBlock = true
ply:SetFOV(ply:GetInfoNum("Beatrun_FOV", 120))
timer.Simple(0, function()
ply:SetFOV(ply:GetInfoNum("Beatrun_FOV", 120))
end)
timer.Simple(0.8, function() FOVModifierBlock = false end)
end)
cvars.AddChangeCallback("Beatrun_FOV", function(convar, oldval, newval)
-- Live FOV change in SP, needs work for MP
if CLIENT and game.SinglePlayer() then
LocalPlayer():SetFOV(newval)
elseif CLIENT then
FOVModifierBlock = true
timer.Create("beatrunfovdelay", 0.16, 1, function()
FOVModifierBlock = false
if !FOVModifierBlock then
net.Start("Beatrun_ClientFOVChange")
net.WriteInt(newval, 16)
net.SendToServer()
FOVModifierBlock = true
end
end)
end
end)
if SERVER then
net.Receive("Beatrun_ClientFOVChange", function(len, ply)
ply:SetFOV((net.ReadInt(16)))
end)
end
player_manager.RegisterClass("player_beatrun", PLAYER, "player_default")