#include <Windows.h>
struct localweaponinfo_t
{
BYTE Unknown0[72];
FLOAT Recoil[9];
};
localweaponinfo_t* localweaponinfo = ( localweaponinfo_t* )0x79E700;
BOOL WINAPI RecoilThread( VOID* lpArguments )
{
while( TRUE )
{
for( INT i = 0; i < 9; i++ )
localweaponinfo->Recoil[i] = 0.0f;
Sleep( 1 );
}
return TRUE;
}
BOOL WINAPI DllMain( HMODULE hModule, DWORD Reason, VOID* Reserved )
{
if( Reason == DLL_PROCESS_ATTACH )
CreateThread( NULL, 0, ( LPTHREAD_START_ROUTINE )RecoilThread, NULL, 0, NULL );
return TRUE;
}


#include <Windows.h>
struct localweaponinfo_t
{
BYTE Unknown0[72];
FLOAT Recoil[9];
};
localweaponinfo_t* localweaponinfo = ( localweaponinfo_t* )0x79E700;
BOOL WINAPI RecoilThread( VOID* lpArguments )
{
while( TRUE )
{
for( INT i = 0; i < 9; i++ )
localweaponinfo->Recoil[i] = 0.0f;
Sleep( 1000 ); //Sleeping every one millisecond? Do you change weapons 1000 times per second?
}
return TRUE;
}
BOOL WINAPI DllMain( HMODULE hModule, DWORD Reason, VOID* Reserved )
{
if( Reason == DLL_PROCESS_ATTACH )
CreateThread( NULL, 0, ( LPTHREAD_START_ROUTINE )RecoilThread, NULL, 0, NULL );
return TRUE;
}
