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