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local FORCE_TPP_TIMER = nil
local FORCE_TPP_SCOPE_TIMER = nil
local _TPP_HOOKED = false
local _IsScopeOpen = false
local function CheckScopeState()
pcall(function()
local pc = slua_GameFrontendHUD and slua_GameFrontendHUD:GetPlayerController()
if not pc then return end
local uPawn = pc:GetPlayerCharacterSafety()
if not slua.isValid(uPawn) then return end
if uPawn.bIsWeaponAiming or uPawn.bIsGunADS then _IsScopeOpen = true else _IsScopeOpen = false end
end)
end
local function ForceTPPView()
if not _G.CheatsEnabled then return end
if not _G.Mod_ForceTPP_Enabled then return end
pcall(function()
local pc = slua_GameFrontendHUD and slua_GameFrontendHUD:GetPlayerController()
if not pc then return end
local uPawn = pc:GetPlayerCharacterSafety()
if not slua.isValid(uPawn) then return end
if uPawn.bIsWeaponAiming or uPawn.bIsGunADS then return end
if uPawn.SetCurrentPersonPerspective then uPawn:SetCurrentPersonPerspective(false, false) end
if uPawn.LocalSwitchPersonPerspective then uPawn:LocalSwitchPersonPerspective(false, true, true) end
if pc.SwitchFpp then pc:SwitchFpp(false) end
if SI_BattleInterface and SI_BattleInterface.ClientSetFpp then SI_BattleInterface.ClientSetFpp(uPawn, false) end
if slua.isValid(pc.PlayerCameraManager) then pc.PlayerCameraManager:SetCameraMode(0) end
if CGameState and CGameState.IsFPPGameMode then CGameState.IsFPPGameMode = false end
if uPawn.GetIsFPP and not _TPP_HOOKED then
local oldFPP = uPawn.GetIsFPP
uPawn.GetIsFPP = function()
if _G.Mod_ForceTPP_Enabled then
if _IsScopeOpen then return true end
return false
end
return oldFPP()
end
_TPP_HOOKED = true
end
end)
end
local function StartForceTPP()
if FORCE_TPP_TIMER then
pcall(function()
if _G.Game then _G.Game:RemoveGameTimer(FORCE_TPP_TIMER) end
end)
FORCE_TPP_TIMER = nil
end
if FORCE_TPP_SCOPE_TIMER then
pcall(function()
local pc0 = slua_GameFrontendHUD and slua_GameFrontendHUD:GetPlayerController()
if slua.isValid(pc0) and pc0.RemoveGameTimer then pc0:RemoveGameTimer(FORCE_TPP_SCOPE_TIMER) end
end)
FORCE_TPP_SCOPE_TIMER = nil
end
local pc = slua_GameFrontendHUD and slua_GameFrontendHUD:GetPlayerController()
if slua.isValid(pc) and pc.AddGameTimer then
FORCE_TPP_SCOPE_TIMER = pc:AddGameTimer(0.05, true, CheckScopeState)
FORCE_TPP_TIMER = pc:AddGameTimer(0.2, true, ForceTPPView)
print("[FORCE TPP] Started! Scope will work normally!")
return true
end
return false
end
local function StopForceTPP()
if FORCE_TPP_SCOPE_TIMER then
pcall(function()
local pc = slua_GameFrontendHUD and slua_GameFrontendHUD:GetPlayerController()
if slua.isValid(pc) and pc.RemoveGameTimer then pc:RemoveGameTimer(FORCE_TPP_SCOPE_TIMER) end
end)
FORCE_TPP_SCOPE_TIMER = nil
end
if FORCE_TPP_TIMER then
pcall(function()
local pc = slua_GameFrontendHUD and slua_GameFrontendHUD:GetPlayerController()
if slua.isValid(pc) and pc.RemoveGameTimer then pc:RemoveGameTimer(FORCE_TPP_TIMER) end
end)
FORCE_TPP_TIMER = nil
end
_TPP_HOOKED = false
_IsScopeOpen = false
print("[FORCE TPP] Stopped")
end
_G.StartForceTPP = StartForceTPP
_G.StopForceTPP = StopForceTPP
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