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#533464
gamemode-> cl_init.lua========================================================================function GM:CalcView( ply, origin, angles, fov ) if ply:Team() == 2 then local a = ply:GetAngles() a.pitch = 0 ply:SetAngles(a) return self.BaseClass:CalcView(ply, origin, angles, fov) endendgamemode-> init.lua========================================================================function GM:PlayerSpawn(ply) local camera = ents.Create("ws_camera") --Create our fancy camera entity, Courtsey of Andy Vincent. camera:Spawn() camera:GetTable():SetPlayer( ply ) ply:GetTable().Camera = camera ply:SetViewEntity(camera)endentities\ws_camera->cl_init.lua========================================================================ENT.Spawnable = falseENT.AdminSpawnable = falsefunction ENT:Initialize()endfunction ENT:Draw()endfunction ENT:Think() self.TrackEnt = self.Entity:GetNetworkedEntity( "Player" ) self:TrackEntity( self.TrackEnt ) self.Entity:NextThink( CurTime() )endinclude('shared.lua')entities\ws_camera-> init.lua========================================================================AddCSLuaFile( "cl_init.lua" )AddCSLuaFile( "shared.lua" )include('shared.lua')util.PrecacheModel("models/Items/AR2_Grenade.mdl")function ENT:Initialize() self.Entity:DrawShadow(false) self.Entity:SetModel( "models/Items/AR2_Grenade.mdl" ) self.Entity:SetMoveType( MOVETYPE_NOCLIP ) self.Entity:SetSolid(SOLID_NONE) self.Entity:SetCollisionGroup(COLLISION_GROUP_NONE)endfunction ENT:SetPlayer( Ply ) self.Entity:SetNetworkedEntity( "Player", Ply ) self.Entity:NextThink( CurTime() ) self.TrackEnt = Plyendfunction ENT:Think() self.TrackEnt = self.Entity:GetNetworkedEntity( "Player" ) self:TrackEntity( self.TrackEnt ) self.Entity:NextThink( CurTime() )endfunction ENT:OnTakeDamage( dmginfo )endfunction ENT:OnRemove()endentities\ws_camera-> shared.lua========================================================================ENT.Type = "anim"ENT.PrintName = ""ENT.Author = ""ENT.Contact = ""ENT.Purpose = ""ENT.Instructions = ""function ENT:TrackEntity( ent ) if ( !ent || !ent:IsValid() ) then return end self.Entity:SetPos( ent:GetPos() - ( ent:GetForward() * 128 ) + Vector( 0, 0, 64 )) local Ang = ent:GetAngles() self.Entity:SetAngles( Ang )end