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https://github.com/FWGS/hlsdk-xash3d
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Always update gHUD.m_iFOV on SetFOV message. Fix #53
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@ -34,7 +34,6 @@
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extern globalvars_t *gpGlobals;
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extern int g_iUser1;
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extern bool g_hasPredictedFOV; // Vit_amiN: from HUD
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// Pool of client side entities/entvars_t
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static entvars_t ev[32];
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@ -882,7 +881,6 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
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to->client.fuser2 = player.m_flNextAmmoBurn;
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to->client.fuser3 = player.m_flAmmoStartCharge;
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to->client.maxspeed = player.pev->maxspeed;
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g_hasPredictedFOV = true; // Vit_amiN: ready
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//HL Weapons
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to->client.vuser1[0] = player.ammo_9mm;
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@ -413,7 +413,6 @@ int CHud::MsgFunc_Logo( const char *pszName, int iSize, void *pbuf )
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}
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float g_lastFOV = 0.0;
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bool g_hasPredictedFOV = false; // Vit_amiN: it'll became true after the first prediction
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/*
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============
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@ -514,10 +513,6 @@ int CHud::MsgFunc_SetFOV( const char *pszName, int iSize, void *pbuf )
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int newfov = READ_BYTE();
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int def_fov = CVAR_GET_FLOAT( "default_fov" );
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//Weapon prediction already takes care of changing the fog. ( g_lastFOV ).
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if( g_hasPredictedFOV )
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return 1;
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g_lastFOV = newfov;
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if( newfov == 0 )
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@ -28,7 +28,6 @@ extern BEAM *pBeam2;
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extern TEMPENTITY *pFlare; // Vit_amiN
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extern float g_lastFOV; // Vit_amiN
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extern bool g_hasPredictedFOV; // Vit_amiN
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/// USER-DEFINED SERVER MESSAGE HANDLERS
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@ -55,7 +54,6 @@ int CHud::MsgFunc_ResetHUD( const char *pszName, int iSize, void *pbuf )
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// Vit_amiN: reset the FOV
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m_iFOV = 0; // default_fov
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g_lastFOV = 0.0f;
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g_hasPredictedFOV = false;
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return 1;
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}
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