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  1. #1
    monster255's Avatar
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    Red face BF3 source codes( Made by LittleToad)

    (It's my first post and I hope it apllies to every rule if not then please notify me ill delete this post or everything in it.)

    So, because LittleToad lost all his BF3 accounts(2), He decided to release all his stuff he made.
    Everything is working and up to date (if you have the right offsets)

    NoRecoil
    Code:
    Code:
    fb::WeaponSway* pWps = pMySoldier->getWeaponSway();
    if (!POINTERCHK(pWps)) return;
    pWps->m_currentRecoilDeviation.m_pitch = 0.0f;
    pWps->m_currentRecoilDeviation.m_yaw = 0.0f;
    pWps->m_currentRecoilDeviation.m_roll = 0.0f;
    pWps->m_currentRecoilDeviation.m_transY = 0.0f;
    
    pWps->m_dispersionAngle = 0.0f;
    pWps->m_DeviationPitch = 0.0f;
    
    pWps->m_currentGameplayDeviationScaleFactor = 0.00001f;
    pWps->m_currentVisualDeviationScaleFactor = 0.00001f;
    
    pWps->m_randomAngle = 0.00001f;
    pWps->m_randomRadius = 0.00001f;
    NoScopeSway
    Code:
    Code:
    fb::ClientSoldierWeaponsComponent::ClientWeaponSwayCallbackImpl *pCWSCI = pMySoldier->m_soldierWeaponsComponent->m_weaponSwayCallback;
    if (POINTERCHK(pCWSCI)) {
    	if (pCWSCI->m_isZooming) {
    		fb::SoldierAimingSimulationData *pSASD = pMySoldier->GetCSW()->m_authorativeAiming->m_data;
    		if (POINTERCHK(pSASD)) {
    			pSASD->m_zoomLevels.At(0)->m_swayPitchMultiplier = 0.0f;
    			pSASD->m_zoomLevels.At(0)->m_swayYawMultiplier = 0.0f;
    			pSASD->m_zoomLevels.At(0)->m_dispersionMultiplier = 0.0f;
    			pSASD->m_zoomLevels.At(0)->m_recoilMultiplier = 0.0f;
    			pSASD->m_zoomLevels.At(0)->m_recoilFovMultiplier = 0.0f;
    			
    			if (pMySoldier->GetCSW()->m_authorativeAiming->m_zoomLevel > 0) {
    				pSASD->m_zoomLevels.At(1)->m_swayPitchMultiplier = 0.0f;
    				pSASD->m_zoomLevels.At(1)->m_swayYawMultiplier = 0.0f;
    				pSASD->m_zoomLevels.At(1)->m_dispersionMultiplier = 0.0f;
    				pSASD->m_zoomLevels.At(1)->m_recoilMultiplier = 0.0f;
    				pSASD->m_zoomLevels.At(1)->m_recoilFovMultiplier = 0.0f;
    			}
    			
    			if (pCWSCI->m_isSupported) {
    				pSASD->m_zoomLevels.At(0)->m_supportedSwayPitchMultiplier = 0.0f;
    				pSASD->m_zoomLevels.At(0)->m_supportedSwayYawMultiplier = 0.0f;
    				
    				if (pMySoldier->GetCSW()->m_authorativeAiming->m_zoomLevel > 0) {
    					pSASD->m_zoomLevels.At(1)->m_supportedSwayPitchMultiplier = 0.0f;
    					pSASD->m_zoomLevels.At(1)->m_supportedSwayYawMultiplier = 0.0f;
    				}
    			}
    		}
    	}
    }
    NoBreath
    Code:
    Code:
    fb::ClientSoldierEntity::BreathControlHandler* pBreath = pMySoldier->m_breathControlHandler;
    if (!POINTERCHK(pBreath)) return;
    
    pBreath->m_breathControlMultiplier = 0;
    pBreath->m_breathControlTimer = 0;
    pBreath->m_breathControlPenaltyTimer = 0;
    pBreath->m_breathControlPenaltyMultiplier = 0;
    InstantKill
    Code:
    Code:
    fb::FiringFunctionData* pFFD = pMySoldier->getCurrentWeaponFiringData()->m_primaryFire;
    if (!POINTERCHK(pFFD)) return;
    
    fb::BulletEntityData* pBED = pFFD->m_shot.m_projectileData;
    if (!POINTERCHK(pBED)) return;
    
    pBED->m_startDamage = 9999.0f;
    pBED->m_endDamage = 9999.0f;
    pBED->m_damageFalloffStartDistance = 0.0001f;
    pBED->m_damageFalloffEndDistance = 0.0001f;
    InstantBullet
    Code:
    Code:
    fb::FiringFunctionData* pFFD = pMySoldier->getCurrentWeaponFiringData()->m_primaryFire;
    if (!POINTERCHK(pFFD)) return;
    
    fb::BulletEntityData* pBED = pFFD->m_shot.m_projectileData;
    if (!POINTERCHK(pBED)) return;
    
    pFFD->m_shot.m_initialSpeed.z = 9999.0f;
    pBED->m_instantHit = true;
    pBED->m_timeToLive = 1.0f;
    pBED->m_gravity = 0.0f;
    Vehicle Modifications
    If you want to have a above things also in a vehicle the only thing you have to do is to get the vehicle weapon
    Code:
    Code:
    pLocalPlayer->getEntry()->m_weapons.at(pLocalPlayer->getEntry()->getActiveStance());
    And now just do the things like above... Example:
    VehicleNoRecoil
    Code:
    Code:
    fb::WeaponSway* pWps = pLocalPlayer->getEntry()->m_weapons.at(pLocalPlayer->getEntry()->getActiveStance())->m_info->weaponFiring()->m_weaponSway;
    if (!POINTERCHK(pWps)) return;
    
    pWps->m_currentRecoilDeviation.m_pitch = 0.0f;
    pWps->m_currentRecoilDeviation.m_yaw = 0.0f;
    pWps->m_currentRecoilDeviation.m_roll = 0.0f;
    pWps->m_currentRecoilDeviation.m_transY = 0.0f;
    
    pWps->m_dispersionAngle = 0.0f;
    pWps->m_DeviationPitch = 0.0f;
    
    pWps->m_currentGameplayDeviationScaleFactor = 0.00001f;
    pWps->m_currentVisualDeviationScaleFactor = 0.00001f;
    
    pWps->m_randomAngle = 0.00001f;
    pWps->m_randomRadius = 0.00001f;
    MagicBullets
    Add this to your player iteration (only the enemy is needed).

    Code:
    Code:
    fb::ClientWeapon* clWeapon = localsoldier->m_soldierWeaponsComponent->m_currentAnimatedWeaponHandler->m_currentAnimatedWeapon->m_weapon;
    GIVEDAMAGE = 0x00770F40;
    
    __asm
    {
    	push ecx
    		mov ecx, clWeapon
    		push soldier
    		call GIVEDAMAGE
    		pop ecx
    }
    This also works for vehicle. Instead of saving the ClientWeapon, you save is:
    Code:
    fb::Weapon* weapon = pLocalPlayer->getEntry()->m_weapons.at(pLocalPlayer->getEntry()->getActiveStance())->m_info->weapon();
    WeaponExchange
    You got killed by a knife (or what ever), but you got shooted? So here it is

    First, save your current ClientWeapon
    Code:
    Code:
    fb::ClientWeapon* clWeapon = localsoldier->m_soldierWeaponsComponent->m_currentAnimatedWeaponHandler->m_currentAnimatedWeapon->m_weapon;
    Then you have to change the modifier of your weapon (clWeapon).
    Example
    Code:
    Code:
    clWeapon->m_modifier = localsoldier->m_soldierWeaponsComponent->m_weapons.at(4)->m_weapon->m_modifier;
    Now just do this
    Code:
    Code:
    DWORD GIVEDAMAGE = 0x00770F40;
    
    __asm
    {
    	push ecx
    		mov ecx, clWeapon
    		push soldier
    		call GIVEDAMAGE
    		pop ecx
    }
    Now you are killing everyone with supply box

    Oh and if you want to spawn on your squad mates (even it's disabled), just add this on your player iteration (your team is needed)
    Code:
    Code:
    pClientPlayer->m_isAllowedToSpawnOn = true;
    Credits to: LittleToad

  2. The Following 2 Users Say Thank You to monster255 For This Useful Post:

    DadDelta (11-15-2014),THE MOB (04-23-2015)

  3. #2
    biancods's Avatar
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    how to use code source ??? plz

  4. #3
    Mayion's Avatar
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    Quote Originally Posted by biancods View Post
    how to use code source ??? plz
    You need to learn C++, it's a programming language.
    Search on Youtube or Google for tutorials.


     


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  5. #4
    biancods's Avatar
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    Ok tnx bro =)

  6. #5
    awtstalamaker's Avatar
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    if anybody can teach me how to make my dllmain and the process hook, i would be happy
    FUCK THOSE VOUCH 2 VOUCH, THEY ARE ALL FAKE AND GAY

    Code:
    Its like asking a friend to like your pic in exchange for liking his pic back. which is very FAKE |  Or 2 dudes sucking each other, Which is GAY

  7. #6
    MicroPenguin's Avatar
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    Thanks man!

  8. #7
    Hack_AdminV's Avatar
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    thx alot, do you have wallhack source code? im trying to make a wallhack+ no recoil only hack ^^

  9. #8
    kari0602pl's Avatar
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    how to use please

  10. #9
    kari0602pl's Avatar
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    please help

    - - - Updated - - -

    how to use

  11. #10
    mrguggy11's Avatar
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    SEARCH GOOGLE ON HOW TO COMPILE A C++ CODE.

    - - - Updated - - -

    Also, I get this Error when trying to build NoRecoil.dll
    "error C2040: 'pWps' : 'int' differs in levels of indirection from 'int *'"

  12. #11
    Regioner's Avatar
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    Is this C++ ? It seems that it is?

  13. #12
    Desolat0r's Avatar
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    how do i use this sorry,

  14. #13
    Qw1Kkb3an85's Avatar
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    thanks bro
    wink wink nudge nudge NUDES PLEASE <-- hidden text c:


  15. #14
    thesauceman's Avatar
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    does it still work and can someone teach me how to use it

  16. #15
    badcat1944's Avatar
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    Thanks for the source!

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