Fix cursor position when weapon FOV does not match player FOV
This is a PR which fixes #35
As far as I can tell this hasn't broken anything else but if someone can confirm that would be great.
I ended up adding a new function specifically for weapons because we only want to do FOV corrects for view models.
I did not automatically convert the position and angles using ENTITY:LocalToWorld(pos) because I assumed most people will be positioning view model UI relative to bone positions and ENTITY:GetBonePosition(n) always returns values in world space coordinates.
Before Fix:
https://github.com/wyozi-gmod/imgui/assets/8341611/be1b8c26-5bd8-4c32-b11b-a447c3dc861c
Notice how the mouse does not line up with the cursor while the screen clicker is active (the virtual cursor is being rendered by the weapon's SWEP:PostDrawViewMode)
After Fix:
https://github.com/wyozi-gmod/imgui/assets/8341611/d42aafc4-5370-4436-9cb1-8776b70dddbb
I can interact with both the button positioned in the world and the button positioned on the view model accurately to the mouse cursor.
Ok it looks like this did break some things, so I might need to add a specific function for weapons like entities have
Ok I seem to have fixed the issues by adding a new function to only correct FOV using view model when rendering for a weapon