update APB_MiniSDK
/////////////////////////////////////////////////////////////////////////////
// Unreal Engine MiniSDK Generator by uNrEaL
// Game: APB Reloaded
// Date: 06/16/2011 @ 03:01:56.365
/////////////////////////////////////////////////////////////////////////////
updated by the1domo on 6/30/2011
Credits go to BydloCoder for the code i add
now you can ues the No Recoil by BydloCoder
the No Recoil by BydloCoder
// Unreal Engine MiniSDK Generator by uNrEaL
// Game: APB Reloaded
// Date: 06/16/2011 @ 03:01:56.365
/////////////////////////////////////////////////////////////////////////////
updated by the1domo on 6/30/2011
Credits go to BydloCoder for the code i add
now you can ues the No Recoil by BydloCoder
Code:
//
// cHoldableItemManager
//
class AcHoldableItemManager : public AActor
{
public:
class AcEquipment* m_CurrentEquipment;
class AcWeapon* m_DeployedWeapons[4];
class AcWeapon* m_WitnessingWeapon;
INT m_nSelectedWeapon;
class AcItem* m_PreviousItem;
class AcItem* m_PrevHeldItem;
class AcItem* m_CurrentItem;
class AcItem* m_PendingItem;
class AcEquipableTaskItem* m_HeldTaskItem;
unsigned long m_bSwitchingItems : 1;
unsigned long m_bClientPendingActiveTransition : 1;
unsigned long m_bClientAttemptingReload : 1;
unsigned long m_bClientThrowingGrenade : 1;
unsigned long m_bClientThrowingGrenadeStopFire : 1;
unsigned long m_bDuringTaskItemPickup : 1;
unsigned long m_bIsInterrupted : 1;
unsigned long m_bIsImmediateSwitch : 1;
unsigned long m_bSpawnedOnClient : 1;
unsigned long m_bNotifiedServerSpawned : 1;
TArray<class AcTaskItem*> m_SmallTaskItems;
INT m_nNumSmallTaskItems;
class AcTaskItem* m_pOpenWorldCashPoolTaskItem;
class AcAPBPawn* m_OwningPawn;
struct FScriptDelegate __OnItemChanged__Delegate;
struct FScriptDelegate __UI_OnInventoryChanged__Delegate;
struct FScriptDelegate __UI_OnInventoryChanged2__Delegate;
};
//
// cRaycastWeapon
//
class AcRaycastWeapon : public AcWeapon
{
public:
struct FPointer m_pSddRangedWeaponType;
struct FPointer m_pSddWeaponRecoil;
FLOAT m_TanSpreadAngle;
FLOAT m_TanPelletSpread;
FLOAT m_LastShotTime;
INT m_CurrentNumShots;
FLOAT m_OverallShotModifier
FLOAT m_MinAccuracy;
FLOAT m_MaxAccuracy;
INT m_ShotNumber;
FLOAT m_fAccuracyRadiusScale;
unsigned long m_bRampDamage : 1;
struct FWeaponRecoll m_WeaponRecoilSettings;
struct FRangedWeaponType m_RangedWeaponTypeSettlngs;
};
Replace in AcAPBPlayerController.h
class AcHoldableItemManager* m_HoldableItemManager;
the No Recoil by BydloCoder
Code:
//=============================================================================
// Function: No Recoil
void NoRecoil(AcItem* pItem = NULL)
{
if (!pItem)
return;
AcRaycastWeapon* pRaycastWeapon = NULL;
if (pItem->IsA(AcRaycastWeapon::StaticClass()))
pRaycastWeapon = reinterpret_cast<AcRaycastWeapon*>(pItem);
else
return;
pRaycastWeapon->m_WeaponRecoilSettings.m_fEndYawMin = 0.0f;
pRaycastWeapon->m_WeaponRecoilSettings.m_fEndYawMax = 0.0f;
pRaycastWeapon->m_RangedWeaponTypeSettings.m_fMaxRange = 0.0f;
pRaycastWeapon->m_RangedWeaponTypeSettings.m_fRampDistance = 0.0f;
/* Return old values... */
}
...
NoRecoil(pPlayerController->m_HoldableItemManager->m_CurrentItem);
APB_MiniSDK.rar


