TmpMenu/src/backend/looped/weapons/no_spread.cpp

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#include "backend/looped_command.hpp"
#include "gta/enums.hpp"
#include "natives.hpp"
namespace big
{
class no_spread : looped_command
{
using looped_command::looped_command;
CWeaponInfo* p_modified_weapon = nullptr;
float og_accuracy_spread = 0;
uint32_t og_accuracy_offset_hash = 0;
void reset_to_og()
{
p_modified_weapon->m_accuracy_spread = og_accuracy_spread;
p_modified_weapon->m_accuracy_offset_shake_hash = og_accuracy_offset_hash;
}
virtual void on_tick() override
{
if (!g_local_player)
{
return;
}
auto* const weapon_mgr = g_local_player->m_weapon_manager;
if (weapon_mgr)
{
if (p_modified_weapon != weapon_mgr->m_weapon_info)
{
if (p_modified_weapon)
{
reset_to_og();
}
p_modified_weapon = weapon_mgr->m_weapon_info;
if (weapon_mgr->m_weapon_info)
{
// Backup
{
og_accuracy_spread = weapon_mgr->m_weapon_info->m_accuracy_spread;
og_accuracy_offset_hash = weapon_mgr->m_weapon_info->m_accuracy_offset_shake_hash;
}
// Set to the good stuff
{
weapon_mgr->m_weapon_info->m_accuracy_spread = 0;
weapon_mgr->m_weapon_info->m_accuracy_offset_shake_hash = 0;
}
}
}
}
}
virtual void on_disable() override
{
if (g_local_player && p_modified_weapon)
{
reset_to_og();
p_modified_weapon = nullptr;
}
}
};
no_spread
g_no_spread("nospread", "BACKEND_LOOPED_WEAPONS_NO_SPREAD", "BACKEND_LOOPED_WEAPONS_NO_SPREAD_DESC", g.weapons.no_spread);
}