#include "backend/looped_command.hpp" #include "gta/enums.hpp" #include "natives.hpp" namespace big { class no_recoil : looped_command { using looped_command::looped_command; CWeaponInfo* p_modified_weapon = nullptr; float og_recoil_value = 0.0f; 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) p_modified_weapon->m_recoil_shake_amplitude = og_recoil_value; p_modified_weapon = weapon_mgr->m_weapon_info; if (weapon_mgr->m_weapon_info) { og_recoil_value = weapon_mgr->m_weapon_info->m_recoil_shake_amplitude; weapon_mgr->m_weapon_info->m_recoil_shake_amplitude = 0.0f; } } } } virtual void on_disable() override { if (g_local_player && p_modified_weapon) { p_modified_weapon->m_recoil_shake_amplitude = og_recoil_value; p_modified_weapon = nullptr; } } }; no_recoil g_no_recoil("norecoil", "No Recoil", "Removes weapon recoil when shooting", g.weapons.no_recoil); }