#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); }