This is somewhat tedious…
I’ve been googleing all kinds of different keywords, to somehow find something useful, but I didn’t find anything that works, yet.
It seems that, either I am using the wrong variables inside the script (“fov”, etc.) or that something has to be hardcoded, so the game actually recognizes the fov variable, inside the script.
For some reason, changing said variable inside a script for Black Mesa does have an effect in-game, while it does not for HL2 - which strengthens the assumption that it probably has to do with a missing hardcoded segment.
In the meantime - there are 3 articles and 2 categorys I found, which could be worth looking at:
Note: “v-” and “-v” are supposed to be arrows, pointing down.
v- The three (3) articles -v
Easy weapon model changing - developer.valvesoftware.com
Importing CSS Weapons Into HL2 - developer.valvesoftware.com
Weapon script - developer.valvesoftware.com
v- The two (2) categorys -v
Category OV cleanup - developer.valvesoftware.com
Category:Weapons programming - developer.valvesoftware.com
A side-note:
The game does not need the “weapon_manifest.txt” file, this was a mistake on my part (I thought HL2 would need it, just as BM does), since the edited “printname” “ISeeSpy!” still loads in-game.
EDIT (04:18 AM): Just tried overwriting the HL2 client.dll and server.dll with the ones from BM - I expected a crash, but after closing the (working) game and looking inside the (bin) folder, where I had placed the .dll files, it seems that Half Life 2 checks the contents of said folder and replaces them with the original files (probably from inside one of the .gcf archives), on start-up.
EDIT (04:33 AM): Creating a script that only changes the command “viewmodel_fov”'s value for a specific slot, upon weapon switch is the only option / solution I can think of right now.
I’ll see if I can find one, then see if it works.