#define NoRecoil1 0x24CC //LowerAnimRate #define NoRecoil2 0x18D4 //BulletPosOffset #define NoRecoil3 0x18D8 //BulletPosOffset #define NoRecoil4 0x18DC //BulletPosOffset #define NoRecoil5 0x253C //LowerAnimRate #define NoRecoil6 0x2540 //LowerAnimRate #define NoRecoil7 0x2538 //LowerAnimRate #define NoSpread 0x2650 //sight
bool CF_NoRecoil = true; bool pWeaponMgr = true;
if(CF_NoRecoil)
{
if (pWeaponMgr)
{
for(int i=0; i<560; i++)
{
if((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr))+(4*i)) ) != NULL)
{
for (int j=0; j<10 ; j++)
{
*(float*)((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr)) +(4*i))) + NoRecoil1+j*4) = 0;
*(float*)((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr)) +(4*i))) + NoRecoil2+j*4) = 0;
*(float*)((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr)) +(4*i))) + NoRecoil3+j*4) = 0;
*(float*)((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr)) +(4*i))) + NoRecoil4+j*4) = 0;
*(float*)((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr)) +(4*i))) + NoRecoil5+j*4) = 0;
*(float*)((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr)) +(4*i))) + NoRecoil6+j*4) = 0;
*(float*)((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr)) +(4*i))) + NoRecoil7+j*4) = 0;
*(float*)((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr)) +(4*i))) + NoSpread +j*4) = 0;
}}}}}