--[[ Fov animation manager script Author: Tronex --]] local fov_prev -- axr_options.ltx will handle saving fov changes during animation, if something breaks during it, it will restore previous cached FOV function on_game_start() local function actor_on_first_update() local fov_changed = axr_main.config:r_value("temp", "fov_changed", 1) local fov_value = axr_main.config:r_value("temp", "fov_value", 2) if fov_changed and (type(fov_value) == "number") then exec_console_cmd("hud_fov " .. fov_value) end axr_main.config:w_value("temp", "fov_changed", false) end RegisterScriptCallback("actor_on_first_update",actor_on_first_update) end function change_fov(value) -- change_fov(0.45) local fov = get_console_cmd(2, "hud_fov") if (fov ~= value) then exec_console_cmd("hud_fov " .. value) fov_prev = fov axr_main.config:w_value("temp", "fov_changed", true) axr_main.config:w_value("temp", "fov_value", fov) end end function restore_fov() if fov_prev then exec_console_cmd("hud_fov " .. fov_prev) fov_prev = nil axr_main.config:w_value("temp", "fov_changed", false) end end