static void Postfix(vp_FPWeapon __instance) { // I don't actually use these values because the game overrides them for non-gun items. RenderingFieldOfView is set to 45 from scripts inside resources.assets such as WeaponBow, WeaponDefault ... CustomPrefs customPrefs = CustomPrefs.GetCustomPrefs(); try { __instance.RenderingFieldOfView = customPrefs.GetCustomPref <int>("WeaponFov"); __instance.originalRenderingFieldOfView = customPrefs.GetCustomPref <int>("WeaponFov"); } catch (ArgumentException e) { customPrefs.SetCustomPref <int>("WeaponFov", 60); __instance.RenderingFieldOfView = customPrefs.GetCustomPref <int>("WeaponFov"); __instance.originalRenderingFieldOfView = customPrefs.GetCustomPref <int>("WeaponFov"); } }
static bool Prefix(vp_FPWeapon __instance, float ___m_FinalZoomTime, bool ___m_Wielded, GameObject ___m_WeaponCamera) { if (!___m_Wielded) { return(false); } __instance.RenderingZoomDamping = Mathf.Max(__instance.RenderingZoomDamping, 0.01f); float num = 1f - (___m_FinalZoomTime - Time.time) / __instance.RenderingZoomDamping; if (___m_WeaponCamera != null) { CustomPrefs customPrefs = CustomPrefs.GetCustomPrefs(); ___m_WeaponCamera.GetComponent <Camera>().fieldOfView = Mathf.SmoothStep(___m_WeaponCamera.gameObject.GetComponent <Camera>().fieldOfView, customPrefs.GetCustomPref <int>("WeaponFov"), num * 15f); } return(false); }
public override void Execute(List <string> _params, global::CommandSenderInfo _senderInfo) { CustomPrefs customPrefs = CustomPrefs.GetCustomPrefs(); int num; if (_params.Count == 0) { try { global::SingletonMonoBehaviour <global::SdtdConsole> .Instance.Output(customPrefs.GetCustomPref <int>("WeaponFov").ToString()); } catch (ArgumentException) { global::SingletonMonoBehaviour <global::SdtdConsole> .Instance.Output("WeaponFov is not set"); } } else if (_params.Count == 1 && int.TryParse(_params[0], out num)) { customPrefs.SetCustomPref <int>("WeaponFov", num); global::SingletonMonoBehaviour <global::SdtdConsole> .Instance.Output("Set Weapon/Hands FOV to " + num); } }