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[SA] Field of View related questions


aStiffSausage
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aStiffSausage

So, I'm trying to make sniper have slightly better zoom options, and first thing I'd need is the normal Field of View that is used when player is on foot.

 

I know I could check it while player is on foot and using opcode 0801, but it just doesn't seem right to me for some reason, is it wise to use it like I described?

 

And, when setting new FoV while aiming sniper, opcode 0922 doesn't seem the best option to use as I'd need to use "restore_camera" after aiming, to skip the zoom-out.

 

Any tips on those two?

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I have some code to control FOV (H - enable/disable, J,K - increase/decrease).

 

{$CLEO}const   VK_J = 74   VK_K = 75   VK_H = 72   FOV = [email protected]   TIMERA = [email protected]   TIMEINFO = 2000endTIMERA = TIMEINFOwhile true   wait 0   // check if player enabled FOV mode   if       0AB0: key_pressed VK_H   then       while 0AB0: key_pressed VK_H           wait 0       end       // enable FOV mode       0A8C: write_memory 0x6FF410 size 1 value 0xC3 virtual_protect 1       0ACD: show_text_highpriority "FOV mode enabled" time TIMEINFO       0A8D: FOV = read_memory 0x8D5038 size 4 virtual_protect 0        while true           wait 0           // check if player disabled FOV mode           if               0AB0: key_pressed VK_H           then               while 0AB0: key_pressed VK_H                   wait 0               end               // disable FOV mode               0A8C: write_memory 0x6FF410 size 1 value 0x8B virtual_protect 1               0ACD: show_text_highpriority "FOV mode disabled" time TIMEINFO               break           end           if               0AB0: key_pressed VK_J           then               FOV += 0.5               TIMERA = 0               0a8c: write_memory 0x8D5038 size 4 value FOV virtual_protect 0           else               if                   0AB0: key_pressed VK_K               then                   FOV -= 0.5                   TIMERA = 0                   0a8c: write_memory 0x8D5038 size 4 value FOV virtual_protect 0               end           end           if               TIMERA < TIMEINFO           then               0AD1: show_formatted_text_highpriority "FOV: %.2f" time 100 FOV           end       end   endend

 

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aStiffSausage

Alright, thanks, but what does these two do?

 

 

0A8C: write_memory 0x6FF410 size 1 value 0xC3 virtual_protect 1

 

And

 

0A8C: write_memory 0x6FF410 size 1 value 0x8B virtual_protect 1

 

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Blocking/unblocking CDraw::SetFOV function. Means game couldn't manipulate it (only you could).

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aStiffSausage

Okay, got it, thanks! smile.gif

 

But next question(s):

 

Using opcode 00E1 to check if player is pressing Zoom in/out key doesn't seem to work, ID's 5 and 7 should be for next weapon/zoom in and previous weapon/zoom out. None of those work. Changing ID's to 10 and 11, conversation yes/no, seems to work though. What's the problem, is SannyBuilder help wrong or is the problem with opcode itself?

 

And, when using low FoV in first person, like when aiming with sniper rifle, isn't smooth. What I mean, when using, let's say, field of view of 7.0, makes the aiming hard as the camera "jumps", for example when you set mouse sensitivity to lowest, and try to move the camera really slowly, it jumps over, like the aiming is made with a grid. Can't explain further, if you don't understand I'll just make a video.

 

EDIT:

shows the second problem quite well.
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