Viewmodel should grab the first-person cam's position now, and use Game_Input() as that's where FreeTS overrides its input code.
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2 changed files with 2 additions and 6 deletions
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@ -148,7 +148,7 @@ void
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Viewmodel_ApplyBob(entity gun)
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{
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player pl = (player)pSeat->m_ePlayer;
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gun.origin = pSeat->m_vecPredictedOrigin + pl.view_ofs;
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gun.origin = g_view.GetCameraOrigin();
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gun.origin += [0,0,-1];
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gun.origin += v_forward * (0.75 + autocvar_cg_viewmodelOffset[0] + pViewBob->m_flBob * (-0.68 + -0.112 * fabs(sin(pViewBob->m_flBobCycle)) ) + 0.98 * pViewBob->m_vCam[0] );
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gun.origin += v_right * (autocvar_cg_viewmodelOffset[1] + (pViewBob->m_flBob * (-0.2 + 0.308 * sin(pViewBob->m_flBobCycle)) ) + 0.98 * pViewBob->m_vCam[1] );
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@ -1146,10 +1146,6 @@ player::reset(BOOL resetInventory){
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}//reset
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// little test
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//var float input_timelengthSum = 0;
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@ -2224,7 +2220,7 @@ player::ProcessInput(void)
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}
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}
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super::ProcessInput();
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Game_Input(this);
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}
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