update APB_MiniSDK

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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

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.rarattachment deleted · 284 downloads before removal
link
link please please please
Why just the classes? Why not also implement the StaticClass part? It often does come in handy
I already have it all anyway just an idea for a future post from you.
Im Assuming this is pending approval... ^_^
What is this actually supposed to do?
The recoil won't work for me. My Star has the same recoil like before and i added other recoilsettiings too. -.-
Good job on getting this approved - but if somebody who actually knows HOW to work this could write a simple tutorial on what this does - and how to work it. Would be greatly appreciated by MANY I think.
its work just replace all the files in youre folder
Hello! - Kind people tell as it (APB_MiniSDK) to use.
DELETE THIS SHIT PLEASE.... NO TUTORIAL HOW TO USE.... = DELETE
yo this aint working....or i did something wrong testing... i took a HNVR(or something) sniper and shot, the crosshairs were looking at the ceiling afterwards lol.. took the joker pistol and the recoil went straight up in the air..please help
Quote Originally Posted by zmox View Post
yo this aint working....or i did something wrong testing... i took a HNVR(or something) sniper and shot, the crosshairs were looking at the ceiling afterwards lol.. took the joker pistol and the recoil went straight up in the air..please help
Test with a star. I'm pretty sure when i used something similar i made this way was for a limited amount of guns. Star and Ntec were fine though,
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