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klashksa

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Everything posted by klashksa

  1. Thanks for this tut
  2. good ✌️?
  3. ty so much for replied Weapon Spread #1.0 to #9.0 ------------------------- 10028EB88 FMOV S1, #1.0 only This is worked fine 1.0 i changed it to #9.0 ( No Bullet Spread )
  4. Let me see it to know how to make it
  5. I saw ted TUT on youtube and I made it but why do u have a problem ? Also i think this topic for help if u don't wnat to help me don't write anything plz
  6. hi all can u help me plz get_PlayerSpeed __text:000000010028E094 MSPFps$$get_PlayerSpeed ; CODE XREF: FootstepManager$$ProgressStepCycle+AC↓p __text:000000010028E094 ; DATA XREF: __const:0000000101CA3158↓o __text:000000010028E094 __text:000000010028E094 var_10 = -0x10 __text:000000010028E094 var_8 = -8 __text:000000010028E094 var_s0 = 0 __text:000000010028E094 __text:000000010028E094 SUB SP, SP, #0x20 __text:000000010028E098 STP X29, X30, [SP,#0x10+var_s0] __text:000000010028E09C ADD X29, SP, #0x10 __text:000000010028E0A0 BL MSPFps$$get_PlayerMovement __text:000000010028E0A4 STP S0, S1, [SP,#0x10+var_10] __text:000000010028E0A8 STR S2, [SP,#0x10+var_8] __text:000000010028E0AC MOV X0, SP __text:000000010028E0B0 MOV X1, #0 __text:000000010028E0B4 BL sub_1008F4928 __text:000000010028E0B8 LDP X29, X30, [SP,#0x10+var_s0] __text:000000010028E0BC ADD SP, SP, #0x20 __text:000000010028E0C0 RET __text:000000010028E0C0 ; End of function MSPFps$$get_PlayerSpeed __text:000000010028E0C0 get_PlayerMovement ( 90% this is useful ) __text:000000010028DFFC MSPFps$$get_PlayerMovement ; CODE XREF: MSPFps$$MovePlayer+58↑p __text:000000010028DFFC ; MSPFps$$get_PlayerSpeed+C↓p ... __text:000000010028DFFC __text:000000010028DFFC var_20 = -0x20 __text:000000010028DFFC var_10 = -0x10 __text:000000010028DFFC var_s0 = 0 __text:000000010028DFFC __text:000000010028DFFC STP D9, D8, [SP,#-0x10+var_20]! __text:000000010028E000 STP X20, X19, [SP,#0x20+var_10] __text:000000010028E004 STP X29, X30, [SP,#0x20+var_s0] __text:000000010028E008 ADD X29, SP, #0x20 __text:000000010028E00C MOV X19, X0 __text:000000010028E010 ADRP X20, #byte_101E5927A@PAGE __text:000000010028E014 LDRB W8, [X20,#byte_101E5927A@PAGEOFF] __text:000000010028E018 TBNZ W8, #0, loc_10028E034 __text:000000010028E01C ADRP X8, #dword_1019FBFD0@PAGE __text:000000010028E020 NOP __text:000000010028E024 LDR W0, [X8,#dword_1019FBFD0@PAGEOFF] __text:000000010028E028 BL sub_101712CE8 __text:000000010028E02C MOV W8, #1 __text:000000010028E030 STRB W8, [X20,#byte_101E5927A@PAGEOFF] __text:000000010028E034 __text:000000010028E034 loc_10028E034 ; CODE XREF: MSPFps$$get_PlayerMovement+1C↑j __text:000000010028E034 LDR X19, [X19,#0x420] __text:000000010028E038 CBNZ X19, loc_10028E040 __text:000000010028E03C BL sub_10170A218 __text:000000010028E040 ; --------------------------------------------------------------------------- __text:000000010028E040 __text:000000010028E040 loc_10028E040 ; CODE XREF: MSPFps$$get_PlayerMovement+3C↑j __text:000000010028E040 MOV X0, X19 __text:000000010028E044 MOV X1, #0 __text:000000010028E048 BL InputHandler$$get_Movement __text:000000010028E04C MOV V8.16B, V0.16B __text:000000010028E050 MOV V9.16B, V1.16B __text:000000010028E054 ADRP X8, #qword_101EE42A0@PAGE __text:000000010028E058 NOP __text:000000010028E05C LDR X0, [X8,#qword_101EE42A0@PAGEOFF] __text:000000010028E060 LDRB W8, [X0,#0x10A] __text:000000010028E064 TBZ W8, #0, loc_10028E074 __text:000000010028E068 LDR W8, [X0,#0xBC] __text:000000010028E06C CBNZ W8, loc_10028E074 __text:000000010028E070 BL sub_101728020 __text:000000010028E074 __text:000000010028E074 loc_10028E074 ; CODE XREF: MSPFps$$get_PlayerMovement+68↑j __text:000000010028E074 ; MSPFps$$get_PlayerMovement+70↑j __text:000000010028E074 MOV X0, #0 __text:000000010028E078 MOV V0.16B, V8.16B __text:000000010028E07C MOV V1.16B, V9.16B __text:000000010028E080 MOV X1, #0 __text:000000010028E084 LDP X29, X30, [SP,#0x20+var_s0] __text:000000010028E088 LDP X20, X19, [SP,#0x20+var_10] __text:000000010028E08C LDP D9, D8, [SP+0x20+var_20],#0x30 __text:000000010028E090 B Vector2$$op_Implicit_73841 __text:000000010028E090 ; End of function MSPFps$$get_PlayerMovement __text:000000010028E090 Weapon Spread Hack __text:000000010028E948 MSPFps$$CalculateWeaponSpread ; CODE XREF: MSPFps$$UpdateAiming+15C↑p __text:000000010028E948 ; DATA XREF: __const:0000000101CA3210↓o __text:000000010028E948 __text:000000010028E948 var_140 = -0x140 __text:000000010028E948 var_130 = -0x130 __text:000000010028E948 var_120 = -0x120 __text:000000010028E948 var_110 = -0x110 __text:000000010028E948 var_100 = -0x100 __text:000000010028E948 var_F0 = -0xF0 __text:000000010028E948 var_E0 = -0xE0 __text:000000010028E948 var_D0 = -0xD0 __text:000000010028E948 var_C0 = -0xC0 __text:000000010028E948 var_B0 = -0xB0 __text:000000010028E948 var_A8 = -0xA8 __text:000000010028E948 var_98 = -0x98 __text:000000010028E948 var_90 = -0x90 __text:000000010028E948 var_80 = -0x80 __text:000000010028E948 var_70 = -0x70 __text:000000010028E948 var_60 = -0x60 __text:000000010028E948 var_50 = -0x50 __text:000000010028E948 var_40 = -0x40 __text:000000010028E948 var_30 = -0x30 __text:000000010028E948 var_20 = -0x20 __text:000000010028E948 var_10 = -0x10 __text:000000010028E948 var_s0 = 0 __text:000000010028E948 __text:000000010028E948 SUB SP, SP, #0x150 __text:000000010028E94C STP D11, D10, [SP,#0x140+var_50] __text:000000010028E950 STP D9, D8, [SP,#0x140+var_40] __text:000000010028E954 STP X24, X23, [SP,#0x140+var_30] __text:000000010028E958 STP X22, X21, [SP,#0x140+var_20] __text:000000010028E95C STP X20, X19, [SP,#0x140+var_10] __text:000000010028E960 STP X29, X30, [SP,#0x140+var_s0] __text:000000010028E964 ADD X29, SP, #0x140 __text:000000010028E968 MOV X19, X0 __text:000000010028E96C ADRP X20, #byte_101E59288@PAGE __text:000000010028E970 LDRB W8, [X20,#byte_101E59288@PAGEOFF] __text:000000010028E974 TBNZ W8, #0, loc_10028E990 __text:000000010028E978 ADRP X8, #dword_1019FBF84@PAGE __text:000000010028E97C NOP __text:000000010028E980 LDR W0, [X8,#dword_1019FBF84@PAGEOFF] __text:000000010028E984 BL sub_101712CE8 __text:000000010028E988 MOV W8, #1 __text:000000010028E98C STRB W8, [X20,#byte_101E59288@PAGEOFF] __text:000000010028E990 __text:000000010028E990 loc_10028E990 ; CODE XREF: MSPFps$$CalculateWeaponSpread+2C↑j __text:000000010028E990 LDR X20, [X19,#0x278] __text:000000010028E994 ADRP X21, #qword_101EE40A0@PAGE __text:000000010028E998 ADD X21, X21, #qword_101EE40A0@PAGEOFF __text:000000010028E99C LDR X0, [X21] __text:000000010028E9A0 LDRB W8, [X0,#0x10A] __text:000000010028E9A4 TBZ W8, #0, loc_10028E9B4 __text:000000010028E9A8 LDR W8, [X0,#0xBC] __text:000000010028E9AC CBNZ W8, loc_10028E9B4 __text:000000010028E9B0 BL sub_101728020 __text:000000010028E9B4 __text:000000010028E9B4 loc_10028E9B4 ; CODE XREF: MSPFps$$CalculateWeaponSpread+5C↑j __text:000000010028E9B4 ; MSPFps$$CalculateWeaponSpread+64↑j __text:000000010028E9B4 MOV X0, #0 __text:000000010028E9B8 MOV X1, X20 __text:000000010028E9BC MOV X2, #0 __text:000000010028E9C0 MOV X3, #0 __text:000000010028E9C4 BL Object$$op_Equality __text:000000010028E9C8 TBNZ W0, #0, loc_10028EA00 __text:000000010028E9CC LDR X20, [X19,#0x450] __text:000000010028E9D0 LDR X0, [X21] __text:000000010028E9D4 LDRB W8, [X0,#0x10A] __text:000000010028E9D8 TBZ W8, #0, loc_10028E9E8 __text:000000010028E9DC LDR W8, [X0,#0xBC] __text:000000010028E9E0 CBNZ W8, loc_10028E9E8 __text:000000010028E9E4 BL sub_101728020 __text:000000010028E9E8 __text:000000010028E9E8 loc_10028E9E8 ; CODE XREF: MSPFps$$CalculateWeaponSpread+90↑j __text:000000010028E9E8 ; MSPFps$$CalculateWeaponSpread+98↑j __text:000000010028E9E8 MOV X0, #0 __text:000000010028E9EC MOV X1, X20 __text:000000010028E9F0 MOV X2, #0 __text:000000010028E9F4 MOV X3, #0 __text:000000010028E9F8 BL Object$$op_Equality __text:000000010028E9FC TBZ W0, #0, loc_10028EA08 __text:000000010028EA00 __text:000000010028EA00 loc_10028EA00 ; CODE XREF: MSPFps$$CalculateWeaponSpread+80↑j __text:000000010028EA00 MOVI V0.16B, #0 __text:000000010028EA04 B loc_10028ECF4 __text:000000010028EA08 ; --------------------------------------------------------------------------- __text:000000010028EA08 __text:000000010028EA08 loc_10028EA08 ; CODE XREF: MSPFps$$CalculateWeaponSpread+B4↑j __text:000000010028EA08 LDR X20, [X19,#0x278] __text:000000010028EA0C CBNZ X20, loc_10028EA14 __text:000000010028EA10 BL sub_10170A218 __text:000000010028EA14 ; --------------------------------------------------------------------------- __text:000000010028EA14 __text:000000010028EA14 loc_10028EA14 ; CODE XREF: MSPFps$$CalculateWeaponSpread+C4↑j __text:000000010028EA14 MOV X0, X20 __text:000000010028EA18 MOV X1, #0 __text:000000010028EA1C BL WeaponBehaviour$$get_Template __text:000000010028EA20 MOV X20, X0 __text:000000010028EA24 CBNZ X20, loc_10028EA2C __text:000000010028EA28 BL sub_10170A218 __text:000000010028EA2C ; --------------------------------------------------------------------------- __text:000000010028EA2C __text:000000010028EA2C loc_10028EA2C ; CODE XREF: MSPFps$$CalculateWeaponSpread+DC↑j __text:000000010028EA2C SUB X8, X29, #-var_70 __text:000000010028EA30 MOV X0, X20 __text:000000010028EA34 MOV X1, #0 __text:000000010028EA38 BL WeaponTemplate$$get_FireDispersion __text:000000010028EA3C ADRP X22, #qword_101EE7D88@PAGE __text:000000010028EA40 ADD X22, X22, #qword_101EE7D88@PAGEOFF __text:000000010028EA44 LDR X0, [X22] __text:000000010028EA48 LDRB W8, [X0,#0x10A] __text:000000010028EA4C TBZ W8, #0, loc_10028EA5C __text:000000010028EA50 LDR W8, [X0,#0xBC] __text:000000010028EA54 CBNZ W8, loc_10028EA5C __text:000000010028EA58 BL sub_101728020 __text:000000010028EA5C __text:000000010028EA5C loc_10028EA5C ; CODE XREF: MSPFps$$CalculateWeaponSpread+104↑j __text:000000010028EA5C ; MSPFps$$CalculateWeaponSpread+10C↑j __text:000000010028EA5C LDUR X8, [X29,#var_60] __text:000000010028EA60 STUR X8, [X29,#var_80] __text:000000010028EA64 LDUR Q0, [X29,#var_70] __text:000000010028EA68 STUR Q0, [X29,#var_90] __text:000000010028EA6C SUB X1, X29, #-var_90 __text:000000010028EA70 MOV X0, #0 __text:000000010028EA74 MOV X2, #0 __text:000000010028EA78 BL ObscuredFloat$$op_Implicit_84289 __text:000000010028EA7C MOV V8.16B, V0.16B __text:000000010028EA80 CBNZ X20, loc_10028EA88 __text:000000010028EA84 BL sub_10170A218 __text:000000010028EA88 ; --------------------------------------------------------------------------- __text:000000010028EA88 __text:000000010028EA88 loc_10028EA88 ; CODE XREF: MSPFps$$CalculateWeaponSpread+138↑j __text:000000010028EA88 ADD X8, SP, #0x140+var_A8 __text:000000010028EA8C MOV X0, X20 __text:000000010028EA90 MOV X1, #0 __text:000000010028EA94 BL WeaponTemplate$$get_FirstShotDispersion __text:000000010028EA98 LDR X8, [SP,#0x140+var_98] __text:000000010028EA9C STR X8, [SP,#0x140+var_B0] __text:000000010028EAA0 LDUR Q0, [SP,#0x140+var_A8] __text:000000010028EAA4 STR Q0, [SP,#0x140+var_C0] __text:000000010028EAA8 ADD X1, SP, #0x140+var_C0 __text:000000010028EAAC MOV X0, #0 __text:000000010028EAB0 MOV X2, #0 __text:000000010028EAB4 BL ObscuredFloat$$op_Implicit_84289 __text:000000010028EAB8 MOV V9.16B, V0.16B __text:000000010028EABC LDR S10, [X19,#0x404] __text:000000010028EAC0 ADRP X23, #qword_101EE89C0@PAGE __text:000000010028EAC4 ADD X23, X23, #qword_101EE89C0@PAGEOFF __text:000000010028EAC8 LDR X0, [X23] __text:000000010028EACC LDRB W8, [X0,#0x10A] __text:000000010028EAD0 TBZ W8, #0, loc_10028EAE4 __text:000000010028EAD4 LDR W8, [X0,#0xBC] __text:000000010028EAD8 CBNZ W8, loc_10028EAE4 __text:000000010028EADC BL sub_101728020 __text:000000010028EAE0 LDR X0, [X23] __text:000000010028EAE4 __text:000000010028EAE4 loc_10028EAE4 ; CODE XREF: MSPFps$$CalculateWeaponSpread+188↑j __text:000000010028EAE4 ; MSPFps$$CalculateWeaponSpread+190↑j __text:000000010028EAE4 LDR X8, [X0,#0xA0] __text:000000010028EAE8 LDR X9, [X8,#0x28] __text:000000010028EAEC STR X9, [SP,#0x140+var_D0] __text:000000010028EAF0 LDUR Q0, [X8,#0x18] __text:000000010028EAF4 STR Q0, [SP,#0x140+var_E0] __text:000000010028EAF8 ADD X1, SP, #0x140+var_E0 __text:000000010028EAFC MOV X0, #0 __text:000000010028EB00 MOV X2, #0 __text:000000010028EB04 BL ObscuredFloat$$op_Implicit_84289 __text:000000010028EB08 MOV V11.16B, V0.16B __text:000000010028EB0C ADRP X8, #qword_101EE4098@PAGE __text:000000010028EB10 NOP __text:000000010028EB14 LDR X0, [X8,#qword_101EE4098@PAGEOFF] __text:000000010028EB18 LDRB W8, [X0,#0x10A] __text:000000010028EB1C TBZ W8, #0, loc_10028EB2C __text:000000010028EB20 LDR W8, [X0,#0xBC] __text:000000010028EB24 CBNZ W8, loc_10028EB2C __text:000000010028EB28 BL sub_101728020 __text:000000010028EB2C __text:000000010028EB2C loc_10028EB2C ; CODE XREF: MSPFps$$CalculateWeaponSpread+1D4↑j __text:000000010028EB2C ; MSPFps$$CalculateWeaponSpread+1DC↑j __text:000000010028EB2C MOV V0.16B, V10.16B ; float __text:000000010028EB30 MOV V1.16B, V11.16B ; float __text:000000010028EB34 BL _powf __text:000000010028EB38 MOV V2.16B, V0.16B __text:000000010028EB3C MOV X0, #0 __text:000000010028EB40 MOV V0.16B, V8.16B __text:000000010028EB44 MOV V1.16B, V9.16B __text:000000010028EB48 MOV X1, #0 __text:000000010028EB4C BL Mathf$$Lerp __text:000000010028EB50 MOV V8.16B, V0.16B __text:000000010028EB54 LDR X21, [X19,#0x20] __text:000000010028EB58 CBNZ X21, loc_10028EB60 __text:000000010028EB5C BL sub_10170A218 __text:000000010028EB60 ; --------------------------------------------------------------------------- __text:000000010028EB60 __text:000000010028EB60 loc_10028EB60 ; CODE XREF: MSPFps$$CalculateWeaponSpread+210↑j __text:000000010028EB60 MOV X0, X21 __text:000000010028EB64 MOV X1, #0 __text:000000010028EB68 BL PlayerActionParameters$$get_BattleProfile __text:000000010028EB6C MOV X21, X0 __text:000000010028EB70 CBNZ X21, loc_10028EB78 __text:000000010028EB74 BL sub_10170A218 __text:000000010028EB78 ; --------------------------------------------------------------------------- __text:000000010028EB78 __text:000000010028EB78 loc_10028EB78 ; CODE XREF: MSPFps$$CalculateWeaponSpread+228↑j __text:000000010028EB78 MOV W1, #2 __text:000000010028EB7C MOV X0, X21 __text:000000010028EB80 MOV X2, #0 __text:000000010028EB84 BL PlayerBattleProfile$$GetBonusTo __text:000000010028EB88 FMOV S1, #1.0 __text:000000010028EB8C FADD S0, S0, S1 __text:000000010028EB90 LDRB W8, [X19,#0x219] __text:000000010028EB94 FDIV S8, S8, S0 __text:000000010028EB98 CBZ W8, loc_10028EBF0 __text:000000010028EB9C CBNZ X20, loc_10028EBA4 __text:000000010028EBA0 BL sub_10170A218 __text:000000010028EBA4 ; --------------------------------------------------------------------------- __text:000000010028EBA4 __text:000000010028EBA4 loc_10028EBA4 ; CODE XREF: MSPFps$$CalculateWeaponSpread+254↑j __text:000000010028EBA4 SUB X8, X29, #-var_70 __text:000000010028EBA8 MOV X0, X20 __text:000000010028EBAC MOV X1, #0 __text:000000010028EBB0 BL WeaponTemplate$$get_ZoomDispersionFactor __text:000000010028EBB4 LDR X0, [X22] __text:000000010028EBB8 LDRB W8, [X0,#0x10A] __text:000000010028EBBC TBZ W8, #0, loc_10028EBCC __text:000000010028EBC0 LDR W8, [X0,#0xBC] __text:000000010028EBC4 CBNZ W8, loc_10028EBCC __text:000000010028EBC8 BL sub_101728020 __text:000000010028EBCC __text:000000010028EBCC loc_10028EBCC ; CODE XREF: MSPFps$$CalculateWeaponSpread+274↑j __text:000000010028EBCC ; MSPFps$$CalculateWeaponSpread+27C↑j __text:000000010028EBCC LDUR X8, [X29,#var_60] __text:000000010028EBD0 STR X8, [SP,#0x140+var_F0] __text:000000010028EBD4 LDUR Q0, [X29,#var_70] __text:000000010028EBD8 STR Q0, [SP,#0x140+var_100] __text:000000010028EBDC ADD X1, SP, #0x140+var_100 __text:000000010028EBE0 MOV X0, #0 __text:000000010028EBE4 MOV X2, #0 __text:000000010028EBE8 BL ObscuredFloat$$op_Implicit_84289 __text:000000010028EBEC FMUL S8, S8, S0 __text:000000010028EBF0 __text:000000010028EBF0 loc_10028EBF0 ; CODE XREF: MSPFps$$CalculateWeaponSpread+250↑j __text:000000010028EBF0 MOV X0, X19 __text:000000010028EBF4 BL MSPFps$$get_IsMoving __text:000000010028EBF8 CBZ W0, loc_10028EC50 __text:000000010028EBFC CBNZ X20, loc_10028EC04 __text:000000010028EC00 BL sub_10170A218 __text:000000010028EC04 ; --------------------------------------------------------------------------- __text:000000010028EC04 __text:000000010028EC04 loc_10028EC04 ; CODE XREF: MSPFps$$CalculateWeaponSpread+2B4↑j __text:000000010028EC04 SUB X8, X29, #-var_70 __text:000000010028EC08 MOV X0, X20 __text:000000010028EC0C MOV X1, #0 __text:000000010028EC10 BL WeaponTemplate$$get_RunDispersionFactor __text:000000010028EC14 LDR X0, [X22] __text:000000010028EC18 LDRB W8, [X0,#0x10A] __text:000000010028EC1C TBZ W8, #0, loc_10028EC2C __text:000000010028EC20 LDR W8, [X0,#0xBC] __text:000000010028EC24 CBNZ W8, loc_10028EC2C __text:000000010028EC28 BL sub_101728020 __text:000000010028EC2C __text:000000010028EC2C loc_10028EC2C ; CODE XREF: MSPFps$$CalculateWeaponSpread+2D4↑j __text:000000010028EC2C ; MSPFps$$CalculateWeaponSpread+2DC↑j __text:000000010028EC2C LDUR X8, [X29,#var_60] __text:000000010028EC30 STR X8, [SP,#0x140+var_110] __text:000000010028EC34 LDUR Q0, [X29,#var_70] __text:000000010028EC38 STR Q0, [SP,#0x140+var_120] __text:000000010028EC3C ADD X1, SP, #0x140+var_120 __text:000000010028EC40 MOV X0, #0 __text:000000010028EC44 MOV X2, #0 __text:000000010028EC48 BL ObscuredFloat$$op_Implicit_84289 __text:000000010028EC4C FMUL S8, S8, S0 __text:000000010028EC50 __text:000000010028EC50 loc_10028EC50 ; CODE XREF: MSPFps$$CalculateWeaponSpread+2B0↑j __text:000000010028EC50 MOV X0, X19 __text:000000010028EC54 BL MSPFps$$get_IsGrounded __text:000000010028EC58 FADD S0, S8, S8 __text:000000010028EC5C CMP W0, #0 __text:000000010028EC60 FCSEL S8, S8, S0, NE __text:000000010028EC64 LDR X19, [X19,#0x288] __text:000000010028EC68 CBNZ X19, loc_10028EC70 __text:000000010028EC6C BL sub_10170A218 __text:000000010028EC70 ; --------------------------------------------------------------------------- __text:000000010028EC70 __text:000000010028EC70 loc_10028EC70 ; CODE XREF: MSPFps$$CalculateWeaponSpread+320↑j __text:000000010028EC70 MOV X0, X19 __text:000000010028EC74 MOV X1, #0 __text:000000010028EC78 BL CrouchingController$$get_IsCrouched __text:000000010028EC7C CBZ W0, loc_10028ECEC __text:000000010028EC80 LDR X0, [X23] __text:000000010028EC84 LDRB W8, [X0,#0x10A] __text:000000010028EC88 TBZ W8, #0, loc_10028EC9C __text:000000010028EC8C LDR W8, [X0,#0xBC] __text:000000010028EC90 CBNZ W8, loc_10028EC9C __text:000000010028EC94 BL sub_101728020 __text:000000010028EC98 LDR X0, [X23] __text:000000010028EC9C __text:000000010028EC9C loc_10028EC9C ; CODE XREF: MSPFps$$CalculateWeaponSpread+340↑j __text:000000010028EC9C ; MSPFps$$CalculateWeaponSpread+348↑j __text:000000010028EC9C LDR X8, [X0,#0xA0] __text:000000010028ECA0 LDR X9, [X8,#0x10] __text:000000010028ECA4 STUR X9, [X29,#var_60] __text:000000010028ECA8 LDR Q0, [X8] __text:000000010028ECAC STUR Q0, [X29,#var_70] __text:000000010028ECB0 LDR X0, [X22] __text:000000010028ECB4 LDRB W8, [X0,#0x10A] __text:000000010028ECB8 TBZ W8, #0, loc_10028ECC8 __text:000000010028ECBC LDR W8, [X0,#0xBC] __text:000000010028ECC0 CBNZ W8, loc_10028ECC8 __text:000000010028ECC4 BL sub_101728020 __text:000000010028ECC8 __text:000000010028ECC8 loc_10028ECC8 ; CODE XREF: MSPFps$$CalculateWeaponSpread+370↑j __text:000000010028ECC8 ; MSPFps$$CalculateWeaponSpread+378↑j __text:000000010028ECC8 LDUR X8, [X29,#var_60] __text:000000010028ECCC STR X8, [SP,#0x140+var_130] __text:000000010028ECD0 LDUR Q0, [X29,#var_70] __text:000000010028ECD4 STR Q0, [SP,#0x140+var_140] __text:000000010028ECD8 MOV X1, SP __text:000000010028ECDC MOV X0, #0 __text:000000010028ECE0 MOV X2, #0 __text:000000010028ECE4 BL ObscuredFloat$$op_Implicit_84289 __text:000000010028ECE8 FMUL S8, S8, S0 __text:000000010028ECEC __text:000000010028ECEC loc_10028ECEC ; CODE XREF: MSPFps$$CalculateWeaponSpread+334↑j __text:000000010028ECEC MOVI V0.16B, #0 __text:000000010028ECF0 FMAX S0, S8, S0 __text:000000010028ECF4 __text:000000010028ECF4 loc_10028ECF4 ; CODE XREF: MSPFps$$CalculateWeaponSpread+BC↑j __text:000000010028ECF4 LDP X29, X30, [SP,#0x140+var_s0] __text:000000010028ECF8 LDP X20, X19, [SP,#0x140+var_10] __text:000000010028ECFC LDP X22, X21, [SP,#0x140+var_20] __text:000000010028ED00 LDP X24, X23, [SP,#0x140+var_30] __text:000000010028ED04 LDP D9, D8, [SP,#0x140+var_40] __text:000000010028ED08 LDP D11, D10, [SP,#0x140+var_50] __text:000000010028ED0C ADD SP, SP, #0x150 __text:000000010028ED10 RET __text:000000010028ED10 ; End of function MSPFps$$CalculateWeaponSpread
  7. worked fine thank u so much?
  8. %hook ThemesManager -(bool) IsThemePurchased:(id)arg { if(hackResult == 1) { arg = true; } else { arg = false; %end > Making all for tweak ElaSalaty… ==> Preprocessing Tweak.xm… Tweak.xm:99: error: %end does not make sense inside a block make[3]: *** [/var/mobile/ElaSalaty/.theos/obj/debug/armv7/Tweak.xm.d3fda203.o] Error 255 make[2]: *** [/var/mobile/ElaSalaty/.theos/obj/debug/armv7/ElaSalaty.dylib] Error 2 make[1]: *** [internal-library-all_] Error 2 make: *** [ElaSalaty.all.tweak.variables] Error 2
  9. > Making all for tweak ElaSalaty… ==> Preprocessing Tweak.xm… Tweak.xm:34: error: %hook does not make sense inside a block make[3]: *** [/var/mobile/ElaSalaty/.theos/obj/debug/armv7/Tweak.xm.d3fda203.o] Error 255 make[2]: *** [/var/mobile/ElaSalaty/.theos/obj/debug/armv7/ElaSalaty.dylib] Error 2 make[1]: *** [internal-library-all_] Error 2 make: *** [ElaSalaty.all.tweak.variables] Error 2 Klashksa:/var/mobile/ElaSalaty root#
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