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- //RECOIL SPREAD AND AIMPUNCH HERE
- void (*AimPunchRecover)(void *this_, float dt) = (void (*)(void *, float))getRealOffset(0x101A9B484);
- void (*SpreadRecover)(void *this_, float dt) = (void (*)(void *, float))getRealOffset(0x101A9B430);
- void (*RecoilRecover)(void *this_, float dt) = (void (*)(void *, float))getRealOffset(0x101A9B380);
- void (*CharacterData_Update)(void *characterData, float deltaTime, void* WeaponDefData);
- void _CharacterData_Update(void *characterData, float deltaTime, void* WeaponDefData){
- //the timer is like a delay if this function gets called to much In a short time the game will crash
- //so thats why i added the timer
- if([switches isSwitchOn:@"No Recoil"]) {
- timer(1){
- RecoilRecover(characterData, 1000.0f);
- });
- }
- if([switches isSwitchOn:@"No Spread"]) {
- timer(1){
- SpreadRecover(characterData, 1000.0f);
- });
- }
- if([switches isSwitchOn:@"No AimPunch"]) {
- timer(1){
- AimPunchRecover(characterData, 1000.0f);
- });
- }
- CharacterData_Update(characterData, deltaTime, WeaponDefData);
- }
- %ctor{
- HOOK(0x101A9B1E4, _CharacterData_Update, CharacterData_Update);
- }
- //FOV HERE
- void (*SetHorizontalFieldOfView)(void *this_, float newWeapon) = (void (*)(void *, float))getRealOffset(0x101AD6E8C);
- void (*CameraSystem_Update)(void *cameraSystem);
- void _CameraSystem_Update(void *cameraSystem){
- if([switches isSwitchOn:@"FOV"]) {
- float FOV = 120; //edit this value how ever you like or assign a slider to it
- SetHorizontalFieldOfView(cameraSystem, FOV);
- }
- CameraSystem_Update(cameraSystem);
- }
- %ctor{
- HOOK(0x101AD57A8, _CameraSystem_Update, CameraSystem_Update);
- }
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