| | SF2 No Recoil | |
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Jhun» VIPMEMBER


Posts : 65 AP : 18938 Join date : 28/02/2013
 | Subject: SF2 No Recoil Sat May 31, 2014 12:10 pm | |
| SF2 No Recoil!- Code:
// size == 0x44 struct FS_RECOIL_RESULT { int recoilState; float currentCrossVert; float expectCrossVert; float crossDecreasValue; float oldrCrossVert; float crossIncline; float decline; int forceDir; float impactIncreaseEye; float impactDecline; float impactSpinY; float impactSpinZ; float currentDomValue; float movingValue; float movingValueForCrossHair; float spiny; float spinz; };[/color][/size] [size=14][color=#141823]const FS_RECOIL_RESULT NoRecoil = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; void Cheats::NoRecoil( ) { if(pPlayerController->Pawn != nullptr) { ASFPawn_Player* pSFPawn = (ASFPawn_Player*)pPlayerController->Pawn; if(pSFPawn != nullptr) { /* *Pawn + 0xE78 */ pSFPawn->RecoilResult = RecoilNULL; } } }
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|  | | jamescarl Moderator


Posts : 61 AP : 14545 Join date : 10/05/2014
 | Subject: Re: SF2 No Recoil Thu Jun 05, 2014 6:20 pm | |
| - Jhun» wrote:
- SF2 No Recoil!
- Code:
// size == 0x44 struct FS_RECOIL_RESULT { int recoilState; float currentCrossVert; float expectCrossVert; float crossDecreasValue; float oldrCrossVert; float crossIncline; float decline; int forceDir; float impactIncreaseEye; float impactDecline; float impactSpinY; float impactSpinZ; float currentDomValue; float movingValue; float movingValueForCrossHair; float spiny; float spinz; };[/color][/size] [size=14][color=#141823]const FS_RECOIL_RESULT NoRecoil = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; void Cheats::NoRecoil( ) { if(pPlayerController->Pawn != nullptr) { ASFPawn_Player* pSFPawn = (ASFPawn_Player*)pPlayerController->Pawn; if(pSFPawn != nullptr) { /* *Pawn + 0xE78 */ pSFPawn->RecoilResult = RecoilNULL; } } }
Credits: ThaBot
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|  | | Jhun» VIPMEMBER


Posts : 65 AP : 18938 Join date : 28/02/2013
 | Subject: Re: SF2 No Recoil Fri Jun 06, 2014 5:29 am | |
| - jamescarl wrote:
- Jhun» wrote:
- SF2 No Recoil!
- Code:
// size == 0x44 struct FS_RECOIL_RESULT { int recoilState; float currentCrossVert; float expectCrossVert; float crossDecreasValue; float oldrCrossVert; float crossIncline; float decline; int forceDir; float impactIncreaseEye; float impactDecline; float impactSpinY; float impactSpinZ; float currentDomValue; float movingValue; float movingValueForCrossHair; float spiny; float spinz; };[/color][/size] [size=14][color=#141823]const FS_RECOIL_RESULT NoRecoil = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; void Cheats::NoRecoil( ) { if(pPlayerController->Pawn != nullptr) { ASFPawn_Player* pSFPawn = (ASFPawn_Player*)pPlayerController->Pawn; if(pSFPawn != nullptr) { /* *Pawn + 0xE78 */ pSFPawn->RecoilResult = RecoilNULL; } } }
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