Temporarily disabled FOV FIx until more robust solution is found.
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d6347aad11
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@ -6,9 +6,7 @@ using EFT;
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using EFT.Settings.Graphics;
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using System.Collections;
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using System.ComponentModel;
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using System.Reflection;
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using UnityEngine;
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using UnityEngine.Rendering.PostProcessing;
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/* Dependencies:
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* ../BepInEx/core/
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@ -30,7 +28,7 @@ namespace ScopeTweaks
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public class Plugin : BaseUnityPlugin
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{
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ConfigEntry<int> scopeCameraResolutionScale;
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ConfigEntry<EFOVScalingMode> scopeFixType;
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//ConfigEntry<EFOVScalingMode> scopeFixType;
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ConfigEntry<bool> enableDebug;
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enum EFOVScalingMode
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@ -63,11 +61,11 @@ namespace ScopeTweaks
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80,
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new ConfigDescription("Additional override applied on top of currently enabled resolution scaling method.", new AcceptableValueRange<int>(10, 100)));
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scopeFixType = Config.Bind(
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"General",
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"High FOV sight tweak",
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EFOVScalingMode.ScopesOnly,
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new ConfigDescription(""));
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//scopeFixType = Config.Bind(
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//"General",
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//"High FOV sight tweak",
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//EFOVScalingMode.ScopesOnly,
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//new ConfigDescription(""));
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enableDebug = Config.Bind("Debug", "Enable debug logging", false);
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}
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@ -78,6 +76,34 @@ namespace ScopeTweaks
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if (Singleton<AbstractGame>.Instance == null) return;
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GameStatus currentGameState = Singleton<AbstractGame>.Instance.Status;
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if (mainPlayer != null)
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{
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if (Input.GetKeyDown("["))
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{
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StopAllCoroutines();
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CameraClass.Instance.SetFov(35, 1.0f, true);
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}
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if (Input.GetKeyDown("]"))
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{
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StopAllCoroutines();
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CameraClass.Instance.SetFov(defaultInGameFOV, 1.0f, true);
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}
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}
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//if (mainPlayer != null && mainPlayer.ProceduralWeaponAnimation.IsAiming)
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//{
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// if (Input.GetMouseButtonDown(0))
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// {
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// inGameFOV = 50;
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// }
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// if (Input.GetMouseButtonUp(0))
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// {
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// inGameFOV = defaultInGameFOV;
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// }
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//}
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//logic should only execute once per game instead of every frame
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if (!gameStateChanged(currentGameState)) return;
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@ -94,7 +120,6 @@ namespace ScopeTweaks
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StartCoroutine(tryGetScopeCamera());
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defaultInGameFOV = inGameFOV;
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break;
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}
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case GameStatus.SoftStopping:
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@ -148,12 +173,10 @@ namespace ScopeTweaks
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get
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{
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int fov = Singleton<SharedGameSettingsClass>.Instance.Game.Settings.FieldOfView.Value;
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if (enableDebug.Value) Logger.LogInfo($"get_defaultInGameFOV: Reading from settings: {fov}");
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return fov;
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}
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set
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{
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if (enableDebug.Value) Logger.LogInfo($"set_defaultInGameFOV: Writing to settings: {value}");
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Singleton<SharedGameSettingsClass>.Instance.Game.Settings.FieldOfView.Value = value;
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}
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}
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@ -198,6 +221,7 @@ namespace ScopeTweaks
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/// <summary>
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/// PLAYER WEAPON EVENTS
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/// </summary>
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void subscribeHandsChangedEvent()
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{
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if (enableDebug.Value) Logger.LogInfo("Subscribing to HandsChanged Event");
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@ -214,41 +238,41 @@ namespace ScopeTweaks
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{
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currentScalingFactor = getCurrentScalingFactor();
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StartCoroutine(tryGetScopeCamera());
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if (!mainPlayer.ProceduralWeaponAnimation.IsAiming)
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{
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float aimSpeed = 0.7f * mainPlayer.ProceduralWeaponAnimation.AimingSpeed;
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switch (scopeFixType.Value)
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{
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case EFOVScalingMode.Disabled:
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{
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break;
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}
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case EFOVScalingMode.ScopesOnly:
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{
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if (mainPlayer.ProceduralWeaponAnimation.CurrentScope.IsOptic)
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{
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//setFovLibrary.SetFov(defaultInGameFOV, aimSpeed, false);
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inGameFOV = defaultInGameFOV;
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//if (!mainPlayer.ProceduralWeaponAnimation.IsAiming)
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//{
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// float aimSpeed = 0.7f * mainPlayer.ProceduralWeaponAnimation.AimingSpeed;
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mainPlayer.ProceduralWeaponAnimation.ResetFovAdjustments(mainPlayer);
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}
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// switch (scopeFixType.Value)
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// {
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// case EFOVScalingMode.Disabled:
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// {
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// break;
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// }
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// case EFOVScalingMode.ScopesOnly:
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// {
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// if (mainPlayer.ProceduralWeaponAnimation.CurrentScope.IsOptic)
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// {
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// inGameFOV = defaultInGameFOV;
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// StopAllCoroutines();
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// setFovLibrary.SetFov(defaultInGameFOV, aimSpeed, true);
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// //mainPlayer.ProceduralWeaponAnimation.ApplyFovAdjustments(mainPlayer);
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// }
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break;
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}
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case EFOVScalingMode.All:
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{
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//setFovLibrary.SetFov(defaultInGameFOV, aimSpeed, false);
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inGameFOV = defaultInGameFOV;
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// break;
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// }
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// case EFOVScalingMode.All:
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// {
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// inGameFOV = defaultInGameFOV;
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// StopAllCoroutines();
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// setFovLibrary.SetFov(defaultInGameFOV, aimSpeed, true);
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// //mainPlayer.ProceduralWeaponAnimation.ApplyFovAdjustments(mainPlayer);
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mainPlayer.ProceduralWeaponAnimation.ResetFovAdjustments(mainPlayer);
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break;
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}
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}
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return;
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}
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// break;
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// }
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// }
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// return;
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//}
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if (mainPlayer.ProceduralWeaponAnimation.IsAiming)
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{
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@ -258,26 +282,26 @@ namespace ScopeTweaks
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setScopeCameraResolutionScale(scopeCameraResolutionScale.Value);
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defaultInGameFOV = inGameFOV;
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switch (scopeFixType.Value)
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{
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case EFOVScalingMode.Disabled:
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{
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break;
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}
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case EFOVScalingMode.ScopesOnly:
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{
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if (mainPlayer.ProceduralWeaponAnimation.CurrentScope.IsOptic)
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{
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forceADSFOV();
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}
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break;
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}
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case EFOVScalingMode.All:
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{
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forceADSFOV();
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break;
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}
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}
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//switch (scopeFixType.Value)
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//{
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// case EFOVScalingMode.Disabled:
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// {
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// break;
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// }
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// case EFOVScalingMode.ScopesOnly:
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// {
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// if (mainPlayer.ProceduralWeaponAnimation.CurrentScope.IsOptic)
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// {
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// forceADSFOV();
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// }
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// break;
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// }
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// case EFOVScalingMode.All:
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// {
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// forceADSFOV();
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// break;
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// }
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//}
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}
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};
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}
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@ -290,7 +314,7 @@ namespace ScopeTweaks
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//Doesn't take effect if Fontaine's FOV Fix is loaded.
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if (!Chainloader.PluginInfos.ContainsKey("FOVFix"))
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{
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{
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setFovLibrary.SetFov(35, aimSpeed, false);
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inGameFOV = 50;
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}
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@ -60,6 +60,10 @@
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<Reference Include="UnityEngine.CoreModule">
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<HintPath>E:\SPT-AKI\SPT-AKI 3.5.3\EscapeFromTarkov_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.InputLegacyModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>E:\SPT-AKI\SPT-AKI 3.5.3\EscapeFromTarkov_Data\Managed\UnityEngine.InputLegacyModule.dll</HintPath>
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</Reference>
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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</Project>
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