void NoRecoil()
{
DWORD dwPlayerPtr = *(DWORD*)Playerpointer;
if(dwPlayerPtr!=0){
*(float*)OFS_NORECOIL1 = 0;
*(float*)OFS_NORECOIL2 = 0;
*(float*)OFS_NORECOIL3 = 0;}
}



//No fall damage + Super jump
void NoFall()
{
DWORD mePlayer = *(DWORD*)Playerpointer;
if (mePlayer != 0)
{
if(GetAsyncKeyState(VK_CONTROL) &1)
{
*(float*)(mePlayer+OFS_NFD) = 100000;
*(float*)(mePlayer+OFS_Z) = *(float*)(mePlayer+OFS_Z) +70;
}
}
}


Works great 
int Telx;
int Tely;
int Telz;
void teleport()
{
DWORD dwPlayerPtr = *(DWORD*)Playerpointer;
if(dwPlayerPtr != 0)
{
float PositionY = 0.0; float PositionX = 0.0;float PositionZ = 0.0;
PositionX = *(float*)(dwPlayerPtr + OFS_X);
PositionY = *(float*)(dwPlayerPtr + OFS_Y);
PositionZ = *(float*)(dwPlayerPtr + OFS_Z);
if(GetAsyncKeyState(VK_F10)&1){
Telx = PositionX;
Tely = PositionY;
Telz = PositionZ;}
if(GetAsyncKeyState(VK_F11)&1){
*(float*)(dwPlayerPtr + OFS_X) = Telx;
*(float*)(dwPlayerPtr + OFS_Y) = Tely;
*(float*)(dwPlayerPtr + OFS_Z) = Telz;
}}}

No Menu:
void NoRecoil()
{
DWORD dwPlayerPtr = (DWORD)Addr_PlayerPointer;
if(dwPlayerPtr !=0)
{
*(float*)(dwPlayerPtr + NoRecoil1) = 0;
*(float*)(dwPlayerPtr + NoRecoil2) = 0;
*(float*)(dwPlayerPtr + NoRecoil3) = 0;
}}
Menu:
if(NoRecoil)
{
*(float*)(dwPlayerPtr + NoRecoil1) = 0;
*(float*)(dwPlayerPtr + NoRecoil2) = 0;
*(float*)(dwPlayerPtr + NoRecoil3) = 0;
}

//No Recoil/Spread
void NoRecoil()
{
DWORD dwPlayerPtr = *(DWORD*)Playerpointer;
if(dwPlayerPtr!=0){
// on
if(GetAsyncKeyState(VK_F3)){
*(float*)ADR_Spread = 0;
*(float*)(dwPlayerPtr+OFS_NORECOIL1) = 0;
*(float*)(dwPlayerPtr+OFS_NORECOIL2) = 0;
*(float*)(dwPlayerPtr+OFS_NORECOIL3) = 0;
}
// off
if(GetAsyncKeyState(VK_F4)){
*(float*)(dwPlayerPtr+OFS_NORECOIL1) = 1;
*(float*)(dwPlayerPtr+OFS_NORECOIL2) = 1;
*(float*)(dwPlayerPtr+OFS_NORECOIL3) = 1;
*(float*) ADR_Spread = 1;}
}
}