```lua
if CLIENT then
    -------------------------------------------------------------------
    -- FirstPersonView Module
    -- Provides a precise first-person camera positioned at the player's head.
    -------------------------------------------------------------------
    -- Define the FirstPersonView table
    local FirstPersonView = {
        -- Configuration table with default values. These can be overridden via
        -- console variables (ConVars) for dynamic configuration.
        config = {
            headBoneNames = {
                "ValveBiped.Bip01_Head1", -- Priority-ordered list of head bone names
                "ValveBiped.Bip01_Neck1",
                "ValveBiped.Bip01_EyeLeft",
                "ValveBiped.Bip01_EyeRight",
                "ValveBiped.Bip01_Mouth"
            },
            cameraOffset = Vector(0, 0, 0), -- Default camera offset (modifiable via ConVar)
            drawLocalPlayer = true, -- Whether to draw the local player model in first-person
            spectatorTeam = nil, -- Spectator team identifier (to be set during initialization)
            notifyOnError = true, -- Whether to notify the player on errors
            cameraCollision = true, -- Whether to enable camera collision detection
            maxCameraDistance = 60, -- Maximum camera distance to prevent clipping
        },
        -- Table to cache head bone indices for the local player
        headBoneIndices = {},
        -- Flag to ensure single initialization
        initialized = false,
        -- Rate limiter for error notifications to prevent spam
        errorRateLimiter = {
            lastErrorTime = 0,
            cooldown = 5, -- seconds
        },
    }

    ---------------------------------------------------
    -- Utility Functions
    ---------------------------------------------------
    -- Utility function to log messages with a prefix
    local function Log(message, isError)
        if isError then
            if FirstPersonView.config.notifyOnError then chat.AddText(Color(255, 0, 0), "[FirstPersonView] " .. message) end
            print("[FirstPersonView] " .. message)
        else
            print("[FirstPersonView] " .. message)
        end
    end

    -- Utility function to check and update the rate limiter
    local function CanNotifyError()
        local currentTime = CurTime()
        if currentTime - FirstPersonView.errorRateLimiter.lastErrorTime >= FirstPersonView.errorRateLimiter.cooldown then
            FirstPersonView.errorRateLimiter.lastErrorTime = currentTime
            return true
        end
        return false
    end

    ---------------------------------------------------
    -- Configuration Loading and Management
    ---------------------------------------------------
    -- Function to load and apply camera offset from ConVar
    local function LoadCameraOffset()
        local offsetX = GetConVar("fvp_camera_offset_x"):GetFloat()
        local offsetY = GetConVar("fvp_camera_offset_y"):GetFloat()
        local offsetZ = GetConVar("fvp_camera_offset_z"):GetFloat()
        FirstPersonView.config.cameraOffset = Vector(offsetX, offsetY, offsetZ)
    end

    -- Function to load head bone names from ConVar (comma-separated)
    local function LoadHeadBoneNames()
        local boneNamesString = GetConVar("fvp_head_bone_names"):GetString()
        local boneNamesRaw = string.Split(boneNamesString, ",")
        -- Trim whitespace and ensure uniqueness using a temporary table
        local uniqueBoneSet = {}
        local uniqueBoneList = {}
        for _, name in ipairs(boneNamesRaw) do
            local trimmed = string.Trim(name)
            if trimmed ~= "" and not uniqueBoneSet[trimmed] then
                table.insert(uniqueBoneList, trimmed)
                uniqueBoneSet[trimmed] = true
            end
        end

        FirstPersonView.config.headBoneNames = uniqueBoneList
    end

    -- Function to load spectator team from ConVar
    local function LoadSpectatorTeam()
        -- Attempt to fetch TEAM_SPECTATOR safely
        local spectatorTeam = GetConVar("fvp_spectator_team"):GetInt()
        if spectatorTeam <= 0 then
            -- Fallback to default if invalid
            spectatorTeam = TEAM_SPECTATOR or 8
        end

        FirstPersonView.config.spectatorTeam = spectatorTeam
    end

    -- Function to initialize ConVars for dynamic configuration
    local function InitializeConVars()
        CreateClientConVar("fvp_camera_offset_x", "0", true, false, "FirstPersonView: Camera offset X (forward/backward)")
        CreateClientConVar("fvp_camera_offset_y", "0", true, false, "FirstPersonView: Camera offset Y (left/right)")
        CreateClientConVar("fvp_camera_offset_z", "0", true, false, "FirstPersonView: Camera offset Z (up/down)")
        CreateClientConVar("fvp_head_bone_names", "ValveBiped.Bip01_Head1,ValveBiped.Bip01_Neck1,ValveBiped.Bip01_EyeLeft,ValveBiped.Bip01_EyeRight,ValveBiped.Bip01_Mouth", true, false, "FirstPersonView: Comma-separated list of head bone names")
        CreateClientConVar("fvp_spectator_team", tostring(TEAM_SPECTATOR or 8), true, false, "FirstPersonView: Spectator team identifier")
    end

    -- Function to refresh configuration from ConVars
    local function RefreshConfig()
        LoadCameraOffset()
        LoadHeadBoneNames()
        LoadSpectatorTeam()
    end

    -- Hook to watch for ConVar changes and refresh configuration accordingly
    local function SetupConVarChangeHooks()
        -- Camera Offset Changes
        cvars.AddChangeCallback("fvp_camera_offset_x", LoadCameraOffset, "FirstPersonView_CameraOffsetX")
        cvars.AddChangeCallback("fvp_camera_offset_y", LoadCameraOffset, "FirstPersonView_CameraOffsetY")
        cvars.AddChangeCallback("fvp_camera_offset_z", LoadCameraOffset, "FirstPersonView_CameraOffsetZ")
        -- Head Bone Names Change
        cvars.AddChangeCallback("fvp_head_bone_names", LoadHeadBoneNames, "FirstPersonView_HeadBoneNames")
        -- Spectator Team Change
        cvars.AddChangeCallback("fvp_spectator_team", LoadSpectatorTeam, "FirstPersonView_SpectatorTeam")
    end

    ---------------------------------------------------
    -- Bone Caching
    ---------------------------------------------------
    -- Function to cache head bone indices for the local player
    function FirstPersonView:CacheHeadBones()
        local ply = LocalPlayer()
        if not IsValid(ply) then
            if CanNotifyError() then Log("Local player is not valid. Cannot cache head bones.", true) end
            return
        end

        local model = ply:GetModel()
        if not model or model == "" then
            if CanNotifyError() then Log("Local player's model is invalid. Cannot cache head bones.", true) end
            return
        end

        -- Clear existing cached bones
        table.Empty(self.headBoneIndices)
        -- Iterate through the list of possible head bone names and cache all found bones
        for _, boneName in ipairs(self.config.headBoneNames) do
            local boneIndex = ply:LookupBone(boneName)
            if boneIndex then
                table.insert(self.headBoneIndices, boneIndex)
                -- Optional: Uncomment the following line to reduce console spam
                -- Log("Cached head bone '" .. boneName .. "' (Index: " .. tostring(boneIndex) .. ") for model '" .. model .. "'.", false)
            end
        end

        -- If no head bones found, log warning with rate limiting
        if #self.headBoneIndices == 0 and CanNotifyError() then Log("Warning: No valid head bones found for model '" .. model .. "'. Expected bones: " .. table.concat(self.config.headBoneNames, ", "), true) end
    end

    ---------------------------------------------------
    -- Camera Positioning
    ---------------------------------------------------
    -- Function to get the head position for the local player
    function FirstPersonView:GetHeadPosition()
        local ply = LocalPlayer()
        if not IsValid(ply) then return nil end
        if #self.headBoneIndices == 0 then
            -- Attempt to cache head bones if not already cached
            self:CacheHeadBones()
            if #self.headBoneIndices == 0 then
                -- Fallback to eye position if head bones not found
                Log("Using eye position as fallback for camera.", true)
                return ply:EyePos()
            end
        end

        -- Use the first valid head bone position
        local boneIndex = self.headBoneIndices[1]
        local bonePos = ply:GetBonePosition(boneIndex)
        if bonePos then
            return bonePos
        else
            Log("Failed to get position for head bone index " .. tostring(boneIndex) .. ". Using eye position.", true)
            return ply:EyePos()
        end
    end

    -- Variable to store the current view
    local currentView = {
        origin = Vector(0, 0, 0),
        angles = Angle(0, 0, 0),
        fov = 0,
        drawviewer = false,
    }

    -- Hook to calculate and set the camera view
    function FirstPersonView:CalcView(ply, pos, angles, fov)
        if not IsValid(ply) then return end
        if ply:Team() == self.config.spectatorTeam then return end
        local headPos = self:GetHeadPosition()
        if not headPos then return end
        -- Use the player's actual view angles to ensure camera aligns with player's view
        local playerAngles = ply:EyeAngles()
        -- Calculate the desired camera position based on the head position and camera offset
        local desiredCameraPos = headPos + playerAngles:Forward() * self.config.cameraOffset.x + playerAngles:Right() * self.config.cameraOffset.y + playerAngles:Up() * self.config.cameraOffset.z
        -- Implement camera collision detection to prevent clipping
        if self.config.cameraCollision then
            local trace = {}
            trace.start = headPos
            trace.endpos = desiredCameraPos
            trace.filter = ply
            trace.mask = MASK_VISIBLE_AND_NPCS
            local tr = util.TraceLine(trace)
            if tr.Hit then
                local distance = tr.HitPos:Distance(headPos)
                if distance < self.config.maxCameraDistance then
                    desiredCameraPos = tr.HitPos
                else
                    -- Limit the camera distance
                    desiredCameraPos = headPos + playerAngles:Forward() * self.config.maxCameraDistance + playerAngles:Right() * self.config.cameraOffset.y + playerAngles:Up() * self.config.cameraOffset.z
                end
            end
        end

        -- Directly set the camera position and angles without smoothing
        currentView.origin = desiredCameraPos
        currentView.angles = playerAngles
        currentView.fov = fov
        currentView.drawviewer = self.config.drawLocalPlayer
        return currentView
    end

    ---------------------------------------------------
    -- Local Player Model Rendering
    ---------------------------------------------------
    -- Function to determine whether to draw the local player model
    function FirstPersonView:ShouldDrawLocalPlayer()
        local ply = LocalPlayer()
        if not IsValid(ply) then return true end
        -- Do not draw the player model if in spectator mode
        if ply:Team() == self.config.spectatorTeam then return false end
        return self.config.drawLocalPlayer
    end

    ---------------------------------------------------
    -- Bone Manipulation for Head Hiding
    ---------------------------------------------------
    -- Store original bone scales to restore after manipulation
    FirstPersonView.originalBoneScales = {}
    -- Function to hide the player's head bones
    function FirstPersonView:HideHeadBones()
        local ply = LocalPlayer()
        if not IsValid(ply) then return end
        if #self.headBoneIndices == 0 then return end
        for _, boneIndex in ipairs(self.headBoneIndices) do
            -- Store the original scale if not already stored
            if not self.originalBoneScales[boneIndex] then
                local originalScale = ply:GetManipulateBoneScale(boneIndex)
                if originalScale then
                    self.originalBoneScales[boneIndex] = originalScale
                else
                    self.originalBoneScales[boneIndex] = Vector(1, 1, 1)
                end
            end

            -- Hide the bone by setting its scale to zero
            ply:ManipulateBoneScale(boneIndex, Vector(0, 0, 0))
        end
    end

    -- Function to restore the player's head bones
    function FirstPersonView:RestoreHeadBones()
        local ply = LocalPlayer()
        if not IsValid(ply) then return end
        if #self.headBoneIndices == 0 then return end
        for _, boneIndex in ipairs(self.headBoneIndices) do
            if self.originalBoneScales[boneIndex] then
                ply:ManipulateBoneScale(boneIndex, self.originalBoneScales[boneIndex])
                self.originalBoneScales[boneIndex] = nil
            else
                -- If original scale wasn't stored, ensure it's visible
                ply:ManipulateBoneScale(boneIndex, Vector(1, 1, 1))
            end
        end
    end

    -- Hook to handle pre-player draw
    function FirstPersonView:PrePlayerDraw(ply)
        if ply ~= LocalPlayer() then return end
        self:HideHeadBones()
    end

    -- Hook to handle post-player draw
    function FirstPersonView:PostPlayerDraw(ply)
        if ply ~= LocalPlayer() then return end
        self:RestoreHeadBones()
    end

    ---------------------------------------------------
    -- Event Handlers
    ---------------------------------------------------
    -- Hook to handle player model changes
    function FirstPersonView:OnPlayerSetModel(ply)
        if ply ~= LocalPlayer() then return end
        self:CacheHeadBones()
    end

    -- Hook to handle player spawn events
    function FirstPersonView:OnPlayerSpawn(ply)
        if ply ~= LocalPlayer() then return end
        -- Delay caching to ensure the model is fully loaded
        timer.Simple(0.5, function() if IsValid(ply) then self:CacheHeadBones() end end)
    end

    -- Hook to handle player disconnection and clean up cache
    function FirstPersonView:OnPlayerDisconnected(ply)
        if ply ~= LocalPlayer() then return end
        -- Clear cached bone indices and restore bone scales if necessary
        if #self.headBoneIndices > 0 then
            self:RestoreHeadBones()
            table.Empty(self.headBoneIndices)
            Log("Cleared cached head bones due to player disconnection.", false)
        end
    end

    ---------------------------------------------------
    -- Initialization and Cleanup
    ---------------------------------------------------
    -- Function to clean up all hooks and cached data
    function FirstPersonView:RemoveHooks()
        hook.Remove("CalcView", "FirstPersonView_CalcView")
        hook.Remove("ShouldDrawLocalPlayer", "FirstPersonView_ShouldDrawLocalPlayer")
        hook.Remove("PlayerSetModel", "FirstPersonView_PlayerSetModel")
        hook.Remove("PlayerSpawn", "FirstPersonView_PlayerSpawn")
        hook.Remove("PrePlayerDraw", "FirstPersonView_PrePlayerDraw")
        hook.Remove("PostPlayerDraw", "FirstPersonView_PostPlayerDraw")
        hook.Remove("ShutDown", "FirstPersonView_ShutDown")
        hook.Remove("PlayerDisconnected", "FirstPersonView_PlayerDisconnected")
        -- Restore bone scales if hidden
        self:RestoreHeadBones()
        -- Clear cached bone indices
        table.Empty(self.headBoneIndices)
        self.initialized = false
        Log("All hooks removed and caches cleared.", false)
    end

    -- Initialization function
    function FirstPersonView:Initialize()
        if self.initialized then
            Log("Initialization skipped: already initialized.", false)
            return
        end

        self.initialized = true
        InitializeConVars()
        RefreshConfig()
        SetupConVarChangeHooks()
        -- Cache head bones for the local player
        self:CacheHeadBones()
        -- Register hooks
        hook.Add("CalcView", "FirstPersonView_CalcView", function(ply, pos, angles, fov) return FirstPersonView:CalcView(ply, pos, angles, fov) end)
        hook.Add("ShouldDrawLocalPlayer", "FirstPersonView_ShouldDrawLocalPlayer", function() return FirstPersonView:ShouldDrawLocalPlayer() end)
        hook.Add("PlayerSetModel", "FirstPersonView_PlayerSetModel", function(ply) FirstPersonView:OnPlayerSetModel(ply) end)
        hook.Add("PlayerSpawn", "FirstPersonView_PlayerSpawn", function(ply) FirstPersonView:OnPlayerSpawn(ply) end)
        hook.Add("PrePlayerDraw", "FirstPersonView_PrePlayerDraw", function(ply) FirstPersonView:PrePlayerDraw(ply) end)
        hook.Add("PostPlayerDraw", "FirstPersonView_PostPlayerDraw", function(ply) FirstPersonView:PostPlayerDraw(ply) end)
        hook.Add("PlayerDisconnected", "FirstPersonView_PlayerDisconnected", function(ply) FirstPersonView:OnPlayerDisconnected(ply) end)
        hook.Add("ShutDown", "FirstPersonView_ShutDown", function() FirstPersonView:RemoveHooks() end)
        Log("FirstPersonView initialized successfully.", false)
    end

    ---------------------------------------------------
    -- Start Initialization if Not Already Initialized
    ---------------------------------------------------
    -- Prevent multiple instances by checking if already initialized
    if not FirstPersonView.initialized then
        -- Delay initialization to ensure teams and other dependencies are loaded
        hook.Add("InitPostEntity", "FirstPersonView_Initialize", function() FirstPersonView:Initialize() end)
    end
    -------------------------------------------------------------------
    -- End of FirstPersonView Module
    -------------------------------------------------------------------
end
```
Бывает такое что камера проходит сквозь стены, исправь это