Add BennyCheck, clean hook names
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@ -274,7 +274,7 @@ function bennyfp( origin, angles, fov )
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return pos, ang, 90
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end
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hook.Add( "CalcView", "MyCalcView", function( ply, pos, ang, fov )
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hook.Add( "CalcView", "Benny_CalcView", function( ply, pos, ang, fov )
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if c_unlock:GetBool() then return end
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if ply:GetMoveType() == MOVETYPE_NOCLIP then return end
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decide_active()
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@ -292,8 +292,7 @@ hook.Add( "CalcView", "MyCalcView", function( ply, pos, ang, fov )
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end
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end
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-- PROTO: Add correct benny weapon check
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if true or IsValid(ply:GetActiveWeapon()) and ply:GetActiveWeapon():GetAim() > 0 then
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if ply:BennyCheck() then -- and ply:GetActiveWeapon():GetAim() > 0 then
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view.drawviewer = true
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view.origin, view.angles, view.fov = bennyfp( view.origin, view.angles, view.fov )
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end
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@ -13,7 +13,7 @@ local hide = {
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["CHudZoom"] = true,
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}
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hook.Add( "HUDShouldDraw", "HideHUD", function( name )
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hook.Add( "HUDShouldDraw", "Benny_HUDShouldDraw", function( name )
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if ( hide[ name ] ) then return false end
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end )
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@ -218,7 +218,10 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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end
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do -- Weapon
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assert( IsValid(wep) and wep:GetClass() == "benny", "Failed to retrieve 'benny' weapon!" )
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if !(IsValid(wep) and wep:GetClass() == "benny") then
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print( "Failed to retrieve 'benny' weapon!" )
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return
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end
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local inv = p:INV_Get()
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local wep1 = wep:BTable( false )
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local wep1c = wep:BClass( false )
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@ -278,8 +281,8 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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size = ss(2)
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by = by - ss(9-3)
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elseif count>60 then
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size = ss(3)
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by = by - ss(7)
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size = ss(2)
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by = by - ss(6)
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elseif count>30 then
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size = ss(3)
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by = by - ss(5)
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@ -662,12 +665,13 @@ do
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local function Equip()
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local ply = LocalPlayer()
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local buckets = ply:INV_Buckets()
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if buckets[bucket_selected][item_selected] then
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if buckets[bucket_selected] and buckets[bucket_selected][item_selected] then
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RunConsoleCommand( "benny_inv_equip", buckets[bucket_selected][item_selected] )
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end
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end
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local function Wrap( ply, num )
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local buckets = ply:INV_Buckets()
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if !buckets[num] then return end
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if bucket_selected == num then
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item_selected = item_selected + 1
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if item_selected > #buckets[bucket_selected] then
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@ -727,22 +731,22 @@ do
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Wrap( ply, 5 )
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end,
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["slot6"] = function( ply )
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-- Wrap( ply, 6 )
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Wrap( ply, 6 )
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end,
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["slot7"] = function( ply )
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-- Wrap( ply, 7 )
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Wrap( ply, 7 )
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end,
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["slot8"] = function( ply )
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-- Wrap( ply, 8 )
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Wrap( ply, 8 )
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end,
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["slot9"] = function( ply )
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-- Wrap( ply, 9 )
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Wrap( ply, 9 )
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end,
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["slot0"] = function( ply )
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-- Wrap( ply, 0 )
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Wrap( ply, 0 )
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end,
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}
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hook.Add( "PlayerBindPress", "inv", function( ply, bind, pressed, code )
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hook.Add( "PlayerBindPress", "Benny_PlayerBindPress", function( ply, bind, pressed, code )
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if qt[bind] and pressed then
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qt[bind]( ply )
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return true
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@ -7,7 +7,7 @@ local blop = Angle()
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local lastmoveangle = 0
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local lastmoveangle_lerp
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TPSOverride = TPSOverride or Angle()
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hook.Add( "CreateMove", "CamFuck", function( cmd )
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hook.Add( "CreateMove", "Benny_CreateMove", function( cmd )
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if false and BENNY_ACTIVECAMERA and LocalPlayer():GetMoveType() != MOVETYPE_NOCLIP then
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local x, y = cmd:GetForwardMove(), cmd:GetSideMove()
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@ -54,18 +54,16 @@ hook.Add( "CreateMove", "CamFuck", function( cmd )
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end
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if true and LocalPlayer():GetMoveType() != MOVETYPE_NOCLIP then -- FPS cam
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local p = LocalPlayer()
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local w = p:GetActiveWeapon()
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if !IsValid(w) then w = false end
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local aimed = w and w:GetUserAim() or false
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local p = LocalPlayer()
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local w = p:GetActiveWeapon()
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if p:BennyCheck() and LocalPlayer():GetMoveType() != MOVETYPE_NOCLIP then -- FPS cam
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local aimed = w:GetUserAim()
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local opos, ang = p:CamSpot( TPSOverride )
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ang:Add( Angle( cmd:GetMouseY()*0.022, -cmd:GetMouseX()*0.022, 0 ) )
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ang:Normalize()
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if aimed then
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local tr = util.TraceLine( {
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start = opos,
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@ -1,12 +1,16 @@
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local PT = FindMetaTable( "Player" )
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function PT:BennyCheck()
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return ( self:GetActiveWeapon():IsValid() and self:GetActiveWeapon():GetClass() == "benny" and self:GetActiveWeapon().GetUserAim )
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end
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function PT:CamSpot( ang )
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local w = self:GetActiveWeapon()
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if !IsValid( w ) then w = false end
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local aim = w and w:GetAim() or 0
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aim = w:GetUserAim() and math.ease.OutCubic( aim ) or math.ease.InCubic( aim )
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if w then aim = w:GetUserAim() and math.ease.OutCubic( aim ) or math.ease.InCubic( aim ) end
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local pos = self:GetPos()
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