Firearm damage

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Firearm damage
Hi. Since we already have melee damage, I am dumping the weapon damage here:
Function name: DF116_e0bcb803a6a7f74e06b846a30e4c4d25f97f081d()
Local variable:: float value (The first one at the top of the function)

That is the current weapon damage. It goes through multiple calculations and ends up in the second else. That is the point where I multiply it by my custom value.
I multiply it up to 2x. I won't test higher.
Don't use 2x as it is too much. Use something like 1.35.

I will also attach a screenshot for those less technically inclined:


Quote Originally Posted by moleli@4mail.top View Post
Hi. Since we already have melee damage, I am dumping the weapon damage here:
Function name: DF116_e0bcb803a6a7f74e06b846a30e4c4d25f97f081d()
Local variable:: float value (The first one at the top of the function)

That is the current weapon damage. It goes through multiple calculations and ends up in the second else. That is the point where I multiply it by my custom value.
I multiply it up to 2x. I won't test higher.
Don't use 2x as it is too much. Use something like 1.35.

I will also attach a screenshot for those less technically inclined:


Great job, how much increase that the dmg? how long have you tested it out?

Quote Originally Posted by creapygames View Post
Great job, how much increase that the dmg? how long have you tested it out?

This doubles the damage.
I tested in with multiplier of 2 and got banned in like half an hour. I will try 1.5f next time.

I am not sure how they detected 100% damage increase however, as this is possible to achieve with boosts and implants without an issue.
If somebody has more insight, please share. I will look into this in the mean time.

can i direct change it buy using dnspy?

- - - Updated - - -

i cant compile it in edit class because of this $
I already answered this in one of my other posts.

Just delete the compiler generated symbols and it will work.

- - - Updated - - -

Just another heads-up.
I also managed to find the function responsible for reloading. It is being called within this same function---So infinite ammo should be possible.
I will look into it once I have a bit more time.

DF116_35fb46ccac6a482225a7288b92eb3cb71af885c4 - Is some kind of OnReload function it updates the hud and there is a condition for ghost ammo (For guns with infinite ammo like Wraith Cannon and GAU). If you have time and don't wanna wait for me, you can reverse it and publish the hack yourself.

I managed to make it temporarily work when you reload, but it resets once you start shooting again, so I am just re-writing the HUD data. The call should be somewhere before the one I posted---It shouldn't be hard to find.
where can i find the compiler generated symbols?
Quote Originally Posted by moleli@4mail.top View Post
This doubles the damage.
I tested in with multiplier of 2 and got banned in like half an hour. I will try 1.5f next time.

I am not sure how they detected 100% damage increase however, as this is possible to achieve with boosts and implants without an issue.
If somebody has more insight, please share. I will look into this in the mean time.



I already answered this in one of my other posts.

Just delete the compiler generated symbols and it will work.

- - - Updated - - -

Just another heads-up.
I also managed to find the function responsible for reloading. It is being called within this same function---So infinite ammo should be possible.
I will look into it once I have a bit more time.

DF116_35fb46ccac6a482225a7288b92eb3cb71af885c4 - Is some kind of OnReload function it updates the hud and there is a condition for ghost ammo (For guns with infinite ammo like Wraith Cannon and GAU). If you have time and don't wanna wait for me, you can reverse it and publish the hack yourself.

I managed to make it temporarily work when you reload, but it resets once you start shooting again, so I am just re-writing the HUD data. The call should be somewhere before the one I posted---It shouldn't be hard to find.

The bans happens cause EXP given by the dmg is to high for the base weapon you are using this is why we got the 24H ban trigger
OnReload can be to run the animation, start the timer can be related to Unlimited Ammo or also with melee cause the melee weapons have a "bullets" amount thingy the melee amount of "bullets" are 99999.

I have founded Attack Speed, and Reload Speed are related with Weapons stuff
Quote Originally Posted by moleli@4mail.top View Post
Hi. Since we already have melee damage, I am dumping the weapon damage here:
Function name: DF116_e0bcb803a6a7f74e06b846a30e4c4d25f97f081d()
Local variable:: float value (The first one at the top of the function)

That is the current weapon damage. It goes through multiple calculations and ends up in the second else. That is the point where I multiply it by my custom value.
I multiply it up to 2x. I won't test higher.
Don't use 2x as it is too much. Use something like 1.35.

I will also attach a screenshot for those less technically inclined:


can i direct change it buy using dnspy?

- - - Updated - - -

i cant compile it in edit class because of this $
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