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Anonie’s code

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Jan 8th, 2020
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  1. //RECOIL SPREAD AND AIMPUNCH HERE
  2. void (*AimPunchRecover)(void *this_, float dt) = (void (*)(void *, float))getRealOffset(0x101A9B484);
  3. void (*SpreadRecover)(void *this_, float dt) = (void (*)(void *, float))getRealOffset(0x101A9B430);
  4. void (*RecoilRecover)(void *this_, float dt) = (void (*)(void *, float))getRealOffset(0x101A9B380);
  5. void (*CharacterData_Update)(void *characterData, float deltaTime, void* WeaponDefData);
  6. void _CharacterData_Update(void *characterData, float deltaTime, void* WeaponDefData){
  7.  
  8. //the timer is like a delay if this function gets called to much In a short time the game will crash
  9.  
  10. //so thats why i added the timer
  11. if([switches isSwitchOn:@"No Recoil"]) {
  12. timer(1){
  13. RecoilRecover(characterData, 1000.0f);
  14. });
  15. }
  16. if([switches isSwitchOn:@"No Spread"]) {
  17. timer(1){
  18. SpreadRecover(characterData, 1000.0f);
  19. });
  20. }
  21. if([switches isSwitchOn:@"No AimPunch"]) {
  22. timer(1){
  23. AimPunchRecover(characterData, 1000.0f);
  24. });
  25. }
  26. CharacterData_Update(characterData, deltaTime, WeaponDefData);
  27. }
  28.  
  29. %ctor{
  30. HOOK(0x101A9B1E4, _CharacterData_Update, CharacterData_Update);
  31. }
  32.  
  33. //FOV HERE
  34.  
  35. void (*SetHorizontalFieldOfView)(void *this_, float newWeapon) = (void (*)(void *, float))getRealOffset(0x101AD6E8C);
  36. void (*CameraSystem_Update)(void *cameraSystem);
  37.  
  38. void _CameraSystem_Update(void *cameraSystem){
  39. if([switches isSwitchOn:@"FOV"]) {
  40. float FOV = 120; //edit this value how ever you like or assign a slider to it
  41. SetHorizontalFieldOfView(cameraSystem, FOV);
  42. }
  43. CameraSystem_Update(cameraSystem);
  44. }
  45.  
  46. %ctor{
  47. HOOK(0x101AD57A8, _CameraSystem_Update, CameraSystem_Update);
  48. }
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