Max Weapon Range && KnockBack

Posts 1–4 of 4 · Page 1 of 1
Max Weapon Range && KnockBack
i dunno why....but max weapon Range doesnt work....am not talking about Knife Range....am talking about Weapon Range...
shouldnt it be something like thisIt doesnt do anything in game...or the range even becomes closer!!)
Code:
if (range)//bool range = true;
{
if (pWeaponMgr)// DWORD oWeaponMgr
{
for(int i=0; i<999; i++)
{
if((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr))+(4*i)) ) != NULL) 
*(float*)((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr)) +(4*i))) + 0x7EC) = 3500.0f; 
}
}
}
and for knockBack...(also doesnt do anything in game)
Code:
#define mutants #define Mutants ((i==120)||(i==176)||(i==177)||(i==178)||(i==182)||(i==195)||(i==196)||(i==197)||(i==198)||(i==199)||(i==223)||(i==224)||(i==225)||(i==226)||(i==227)||(i==228)||(i==270)||(i==271)||(i==302)||(i==303)||(i==304)||(i==305)||(i==306)||(i==307)||(i==404)||(i==405)||(i==406)||(i==407)||(i==408)||(i==409))

if (knockback)// bool knockback = true;
{
if (pWeaponMgr)// DWORD pWeaponMgr
{
for(int i=0; i<576; i++)
{	
if((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr))+(4*i)) ) != NULL && (Mutants))
*(float*)((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr)) +(4*i))) +0x2788) = 0.0f;
}
}
}
dont call me a leecher bec i didnt release and said it was mine!
set the range to 9999.0f
u need for code for knockback
Quote Originally Posted by DaRk View Post
set the range to 9999.0f
u need for code for knockback
errol plz help me with knockback....
Quote Originally Posted by moathebest View Post
i dunno why....but max weapon Range doesnt work....am not talking about Knife Range....am talking about Weapon Range...
shouldnt it be something like thisIt doesnt do anything in game...or the range even becomes closer!!)
Code:
if (range)//bool range = true;
{
if (pWeaponMgr)// DWORD oWeaponMgr
{
for(int i=0; i<999; i++)
{
if((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr))+(4*i)) ) != NULL) 
*(float*)((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr)) +(4*i))) + 0x7EC) = 3500.0f; 
}
}
}
and for knockBack...(also doesnt do anything in game)
Code:
#define mutants #define Mutants ((i==120)||(i==176)||(i==177)||(i==178)||(i==182)||(i==195)||(i==196)||(i==197)||(i==198)||(i==199)||(i==223)||(i==224)||(i==225)||(i==226)||(i==227)||(i==228)||(i==270)||(i==271)||(i==302)||(i==303)||(i==304)||(i==305)||(i==306)||(i==307)||(i==404)||(i==405)||(i==406)||(i==407)||(i==408)||(i==409))

if (knockback)// bool knockback = true;
{
if (pWeaponMgr)// DWORD pWeaponMgr
{
for(int i=0; i<576; i++)
{	
if((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr))+(4*i)) ) != NULL && (Mutants))
*(float*)((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr)) +(4*i))) +0x2788) = 0.0f;
}
}
}
dont call me a leecher bec i didnt release and said it was mine!
You do knockback for mutants?
And you need to do knockback with the loop of no recoil..
Code:
for(int y = 0; y>9; y++)
Posts 1–4 of 4 · Page 1 of 1

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