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hi all can u help me plz :eyes:

get_PlayerSpeed 

__text:000000010028E094 MSPFps$$get_PlayerSpeed                 ; CODE XREF: FootstepManager$$ProgressStepCycle+ACp
__text:000000010028E094                                         ; DATA XREF: __const:0000000101CA3158o
__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+58p
__text:000000010028DFFC                                         ; MSPFps$$get_PlayerSpeed+Cp ...
__text:000000010028DFFC
__text:000000010028DFFC var_20          = -0x20
__text:000000010028DFFC var_10          = -0x10
__text:000000010028DFFC var_s0          =  0
__text:000000010028DFFC
__text:000000010028DFFC                 STP             D9, D8, [SP,#-0x10+var_20]!
__text:000000010028E000                 STP             X20, X19, [SP,#0x20+var_10]
__text:000000010028E004                 STP             X29, X30, [SP,#0x20+var_s0]
__text:000000010028E008                 ADD             X29, SP, #0x20
__text:000000010028E00C                 MOV             X19, X0
__text:000000010028E010                 ADRP            X20, #byte_101E5927A@PAGE
__text:000000010028E014                 LDRB            W8, [X20,#byte_101E5927A@PAGEOFF]
__text:000000010028E018                 TBNZ            W8, #0, loc_10028E034
__text:000000010028E01C                 ADRP            X8, #dword_1019FBFD0@PAGE
__text:000000010028E020                 NOP
__text:000000010028E024                 LDR             W0, [X8,#dword_1019FBFD0@PAGEOFF]
__text:000000010028E028                 BL              sub_101712CE8
__text:000000010028E02C                 MOV             W8, #1
__text:000000010028E030                 STRB            W8, [X20,#byte_101E5927A@PAGEOFF]
__text:000000010028E034
__text:000000010028E034 loc_10028E034                           ; CODE XREF: MSPFps$$get_PlayerMovement+1Cj
__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$$get_PlayerMovement+3Cj
__text:000000010028E040                 MOV             X0, X19
__text:000000010028E044                 MOV             X1, #0
__text:000000010028E048                 BL              InputHandler$$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$$get_PlayerMovement+68j
__text:000000010028E074                                         ; MSPFps$$get_PlayerMovement+70j
__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+15Cp
__text:000000010028E948                                         ; DATA XREF: __const:0000000101CA3210o
__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$$CalculateWeaponSpread+2Cj
__text:000000010028E990                 LDR             X20, [X19,#0x278]
__text:000000010028E994                 ADRP            X21, #qword_101EE40A0@PAGE
__text:000000010028E998                 ADD             X21, X21, #qword_101EE40A0@PAGEOFF
__text:000000010028E99C                 LDR             X0, [X21]
__text:000000010028E9A0                 LDRB            W8, [X0,#0x10A]
__text:000000010028E9A4                 TBZ             W8, #0, loc_10028E9B4
__text:000000010028E9A8                 LDR             W8, [X0,#0xBC]
__text:000000010028E9AC                 CBNZ            W8, loc_10028E9B4
__text:000000010028E9B0                 BL              sub_101728020
__text:000000010028E9B4
__text:000000010028E9B4 loc_10028E9B4                           ; CODE XREF: MSPFps$$CalculateWeaponSpread+5Cj
__text:000000010028E9B4                                         ; MSPFps$$CalculateWeaponSpread+64j
__text:000000010028E9B4                 MOV             X0, #0
__text:000000010028E9B8                 MOV             X1, X20
__text:000000010028E9BC                 MOV             X2, #0
__text:000000010028E9C0                 MOV             X3, #0
__text:000000010028E9C4                 BL              Object$$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$$CalculateWeaponSpread+90j
__text:000000010028E9E8                                         ; MSPFps$$CalculateWeaponSpread+98j
__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+80j
__text:000000010028EA00                 MOVI            V0.16B, #0
__text:000000010028EA04                 B               loc_10028ECF4
__text:000000010028EA08 ; ---------------------------------------------------------------------------
__text:000000010028EA08
__text:000000010028EA08 loc_10028EA08                           ; CODE XREF: MSPFps$$CalculateWeaponSpread+B4j
__text:000000010028EA08                 LDR             X20, [X19,#0x278]
__text:000000010028EA0C                 CBNZ            X20, loc_10028EA14
__text:000000010028EA10                 BL              sub_10170A218
__text:000000010028EA14 ; ---------------------------------------------------------------------------
__text:000000010028EA14
__text:000000010028EA14 loc_10028EA14                           ; CODE XREF: MSPFps$$CalculateWeaponSpread+C4j
__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+DCj
__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+104j
__text:000000010028EA5C                                         ; MSPFps$$CalculateWeaponSpread+10Cj
__text:000000010028EA5C                 LDUR            X8, [X29,#var_60]
__text:000000010028EA60                 STUR            X8, [X29,#var_80]
__text:000000010028EA64                 LDUR            Q0, [X29,#var_70]
__text:000000010028EA68                 STUR            Q0, [X29,#var_90]
__text:000000010028EA6C                 SUB             X1, X29, #-var_90
__text:000000010028EA70                 MOV             X0, #0
__text:000000010028EA74                 MOV             X2, #0
__text:000000010028EA78                 BL              ObscuredFloat$$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$$CalculateWeaponSpread+138j
__text:000000010028EA88                 ADD             X8, SP, #0x140+var_A8
__text:000000010028EA8C                 MOV             X0, X20
__text:000000010028EA90                 MOV             X1, #0
__text:000000010028EA94                 BL              WeaponTemplate$$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+188j
__text:000000010028EAE4                                         ; MSPFps$$CalculateWeaponSpread+190j
__text:000000010028EAE4                 LDR             X8, [X0,#0xA0]
__text:000000010028EAE8                 LDR             X9, [X8,#0x28]
__text:000000010028EAEC                 STR             X9, [SP,#0x140+var_D0]
__text:000000010028EAF0                 LDUR            Q0, [X8,#0x18]
__text:000000010028EAF4                 STR             Q0, [SP,#0x140+var_E0]
__text:000000010028EAF8                 ADD             X1, SP, #0x140+var_E0
__text:000000010028EAFC                 MOV             X0, #0
__text:000000010028EB00                 MOV             X2, #0
__text:000000010028EB04                 BL              ObscuredFloat$$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$$CalculateWeaponSpread+1D4j
__text:000000010028EB2C                                         ; MSPFps$$CalculateWeaponSpread+1DCj
__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+210j
__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+228j
__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+254j
__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+274j
__text:000000010028EBCC                                         ; MSPFps$$CalculateWeaponSpread+27Cj
__text:000000010028EBCC                 LDUR            X8, [X29,#var_60]
__text:000000010028EBD0                 STR             X8, [SP,#0x140+var_F0]
__text:000000010028EBD4                 LDUR            Q0, [X29,#var_70]
__text:000000010028EBD8                 STR             Q0, [SP,#0x140+var_100]
__text:000000010028EBDC                 ADD             X1, SP, #0x140+var_100
__text:000000010028EBE0                 MOV             X0, #0
__text:000000010028EBE4                 MOV             X2, #0
__text:000000010028EBE8                 BL              ObscuredFloat$$op_Implicit_84289
__text:000000010028EBEC                 FMUL            S8, S8, S0
__text:000000010028EBF0
__text:000000010028EBF0 loc_10028EBF0                           ; CODE XREF: MSPFps$$CalculateWeaponSpread+250j
__text:000000010028EBF0                 MOV             X0, X19
__text:000000010028EBF4                 BL              MSPFps$$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$$CalculateWeaponSpread+2B4j
__text:000000010028EC04                 SUB             X8, X29, #-var_70
__text:000000010028EC08                 MOV             X0, X20
__text:000000010028EC0C                 MOV             X1, #0
__text:000000010028EC10                 BL              WeaponTemplate$$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$$CalculateWeaponSpread+2D4j
__text:000000010028EC2C                                         ; MSPFps$$CalculateWeaponSpread+2DCj
__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+2B0j
__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+320j
__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+340j
__text:000000010028EC9C                                         ; MSPFps$$CalculateWeaponSpread+348j
__text:000000010028EC9C                 LDR             X8, [X0,#0xA0]
__text:000000010028ECA0                 LDR             X9, [X8,#0x10]
__text:000000010028ECA4                 STUR            X9, [X29,#var_60]
__text:000000010028ECA8                 LDR             Q0, [X8]
__text:000000010028ECAC                 STUR            Q0, [X29,#var_70]
__text:000000010028ECB0                 LDR             X0, [X22]
__text:000000010028ECB4                 LDRB            W8, [X0,#0x10A]
__text:000000010028ECB8                 TBZ             W8, #0, loc_10028ECC8
__text:000000010028ECBC                 LDR             W8, [X0,#0xBC]
__text:000000010028ECC0                 CBNZ            W8, loc_10028ECC8
__text:000000010028ECC4                 BL              sub_101728020
__text:000000010028ECC8
__text:000000010028ECC8 loc_10028ECC8                           ; CODE XREF: MSPFps$$CalculateWeaponSpread+370j
__text:000000010028ECC8                                         ; MSPFps$$CalculateWeaponSpread+378j
__text:000000010028ECC8                 LDUR            X8, [X29,#var_60]
__text:000000010028ECCC                 STR             X8, [SP,#0x140+var_130]
__text:000000010028ECD0                 LDUR            Q0, [X29,#var_70]
__text:000000010028ECD4                 STR             Q0, [SP,#0x140+var_140]
__text:000000010028ECD8                 MOV             X1, SP
__text:000000010028ECDC                 MOV             X0, #0
__text:000000010028ECE0                 MOV             X2, #0
__text:000000010028ECE4                 BL              ObscuredFloat$$op_Implicit_84289
__text:000000010028ECE8                 FMUL            S8, S8, S0
__text:000000010028ECEC
__text:000000010028ECEC loc_10028ECEC                           ; CODE XREF: MSPFps$$CalculateWeaponSpread+334j
__text:000000010028ECEC                 MOVI            V0.16B, #0
__text:000000010028ECF0                 FMAX            S0, S8, S0
__text:000000010028ECF4
__text:000000010028ECF4 loc_10028ECF4                           ; CODE XREF: MSPFps$$CalculateWeaponSpread+BCj
__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

 

Updated by klashksa
Posted (edited)

Dude, you're a "Cheater" who made the Hero Hunters hack, right? So you should know xD

Updated by Joka
Posted
6 hours ago, Joka said:

Dude, you're a "Cheater" who made the Hero Hunters hack, right? So you should know xD

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 

Posted

 

-----------------------------------------------------
try this for speed  #0 to #0.5 or #1
10028E0 B0                 MOV             X1, #0
------------------------------------------------------

movement #1 to #3 or 4 5 6 7 --------------------------
10028E02C                 MOV             W8, #1
-------------------------------------------------------

Weapon Spread #1.0 to #9.0 -------------------------
10028EB88                 FMOV            S1, #1.0
Weapon Spread D9, D8 to D9, D2
10028E950                 STP             D9, D8, [SP,#0x140+var_40]
----------------------------------------------------

get Is Grounded S0, S8, S8 to S8, S8, S8 ---------------------------
__text:000000010028EC58                 FADD            S0, S8, S8
--------------------------------------------------------------------

 

Posted

First try noping  "SUB_ 10028e094" and try your hack. Which comes at the beginning of the line.  In order to know if it is a fake offset or not .

pm me for more hellp .

__text:000000010028E094 MSPFps$$get_PlayerSpeed                 ; CODE XREF: FootstepManager$$ProgressStepCycle+ACp
__text:000000010028E094                                         ; DATA XREF: __const:0000000101CA3158o
__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
Posted
9 hours ago, fahd25 said:

 

-----------------------------------------------------
try this for speed  #0 to #0.5 or #1
10028E0 B0                 MOV             X1, #0
------------------------------------------------------

movement #1 to #3 or 4 5 6 7 --------------------------
10028E02C                 MOV             W8, #1
-------------------------------------------------------

Weapon Spread #1.0 to #9.0 -------------------------
10028EB88                 FMOV            S1, #1.0
Weapon Spread D9, D8 to D9, D2
10028E950                 STP             D9, D8, [SP,#0x140+var_40]
----------------------------------------------------

get Is Grounded S0, S8, S8 to S8, S8, S8 ---------------------------
__text:000000010028EC58                 FADD            S0, S8, S8
--------------------------------------------------------------------

 

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 )

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      Cheat Video/Screenshots:

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      iOS Hack Download Link:

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      Installation Instructions:
      STEP 1: Download the .deb Cydia hack file from the link above. Use Safari/Google Chrome or other iOS browsers to download.
      STEP 2: Once the file has downloaded, tap on it and then you will be prompted on whether you want to open the deb with iGameGod or copy it to Filza.
      STEP 3: If necessary, tap on the downloaded file, and then, you will need to press 'Install' from the options on your screen.
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      STEP 5: If the hack is a Mod Menu — which is usually the case nowadays — the cheat features can be toggled in-game. Some cheats have options that can be enabled from your iDevice settings.
      STEP 6: Turn on the features you want and play the game. You may need to follow further instructions inside the hack's popup in-game.

       

      NOTE: If you have any questions or problems, read our Troubleshooting topic & Frequently Asked Questions & Answers topic. If you still haven't found a solution, post your issue down below and we'll do our best to help! If the hack does work for you, please post your feedback below and help out other fellow members that are encountering issues.


      Credits:
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      Cheat Video/Screenshots:

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    • No Limit Drag Racing 2 v2.2.12 +2 Cheats
      Modded/Hacked App: No Limit Drag Racing 2 By Sycamore Valley Software LLC
      Bundle ID: com.battlecreek.nolimit2
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      - iGameGod / Filza / iMazing or any other file managers for iOS.
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      Non-Jailbroken & No Jailbreak required hack(s): https://iosgods.com/forum/79-no-jailbreak-section/
      Modded Android APK(s): https://iosgods.com/forum/68-android-section/
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      iOS Hack Download Link:

      Hidden Content
      Download Hack







      Installation Instructions:
      STEP 1: Download the .deb Cydia hack file from the link above. Use Safari/Google Chrome or other iOS browsers to download.
      STEP 2: Once the file has downloaded, tap on it and then you will be prompted on whether you want to open the deb with iGameGod or copy it to Filza.
      STEP 3: If necessary, tap on the downloaded file, and then, you will need to press 'Install' from the options on your screen.
      STEP 4: Let iGameGod/Filza finish the cheat installation. Make sure it successfully installs, otherwise see the note below.
      STEP 5: If the hack is a Mod Menu — which is usually the case nowadays — the cheat features can be toggled in-game. Some cheats have options that can be enabled from your iDevice settings.
      STEP 6: Turn on the features you want and play the game. You may need to follow further instructions inside the hack's popup in-game.

       

      NOTE: If you have any questions or problems, read our Troubleshooting topic & Frequently Asked Questions & Answers topic. If you still haven't found a solution, post your issue down below and we'll do our best to help! If the hack does work for you, please post your feedback below and help out other fellow members that are encountering issues.


      Credits:
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      Cheat Video/Screenshots:

      N/A
        • Informative
        • Agree
        • Haha
        • Thanks
        • Winner
        • Like
      • 127 replies
    • No Limit Drag Racing 2 v2.2.12 +2 Cheats
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      iTunes Store Link: https://apps.apple.com/us/app/no-limit-drag-racing-2/id1563031984?uo=4


      Mod Requirements:
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      - Sideloadly / Cydia Impactor or alternatives.
      - A Computer Running Windows/Mac/Linux with iTunes installed.


      Hack Features:
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      Jailbreak required hack(s): https://iosgods.com/forum/5-game-cheats-hack-requests/
      Modded Android APK(s): https://iosgods.com/forum/68-android-section/
      For more fun, check out the Club(s): https://iosgods.com/clubs/


      iOS Hack Download Link:

      Hidden Content
      Download via the iOSGods App







      PC Installation Instructions:
      STEP 1: If necessary, uninstall the app if you have it installed on your iDevice. Some hacked IPAs will install as a duplicate app. Make sure to back it up so you don't lose your progress.
      STEP 2: Download the pre-hacked .IPA file from the link above to your computer. To download from the iOSGods App, see this tutorial topic.
      STEP 3: Download Sideloadly and install it on your PC.
      STEP 4: Open/Run Sideloadly on your computer, connect your iOS Device, and wait until your device name shows up.
      STEP 5: Once your iDevice appears, drag the modded .IPA file you downloaded and drop it inside the Sideloadly application.
      STEP 6: You will now have to enter your iTunes/Apple ID email login & then your password. Go ahead and enter the required information.
      STEP 7: Wait for Sideloadly to finish sideloading/installing the hacked IPA.
      STEP 8: Once the installation is complete and you see the app on your Home Screen, you will need to go to Settings -> General -> Profiles & Device Management. Once there, tap on the email you entered from step 6, and then tap on 'Trust [email protected]'.
      STEP 9: Now go to your Home Screen and open the newly installed app and everything should work fine. You may need to follow further per app instructions inside the hack's popup in-game.
      NOTE: For free Apple Developer accounts, you will need to repeat this process every 7 days. Using a disposable Apple ID for this process is suggested but not required. Jailbroken iDevices can also use Sideloadly to install the IPA with AppSync. Filza & IPA Installer (or alternatives) from Cydia also work. If you have any questions or problems, read our Sideloadly FAQ section of the topic and if you don't find a solution, post your issue down below and we'll do our best to help! If the hack does work for you, post your feedback below and help out other fellow members that are encountering issues.


      Credits:
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      Cheat Video/Screenshots:

      N/A
        • Informative
        • Agree
        • Haha
        • Thanks
        • Winner
        • Like
      • 532 replies
    • Underdark:Defense v2.8.4 +5 Jailed Cheats
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      Mod Requirements:
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      - Sideloadly / Cydia Impactor or alternatives.
      - A Computer Running Windows/macOS/Linux with iTunes installed.


      Hack Features:
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      Jailbreak required hack(s): 


      iOS Hack Download IPA Link:

      Hidden Content

      Download via the iOSGods App








      PC Installation Instructions:
      STEP 1: If necessary, uninstall the app if you have it installed on your iDevice. Some hacked IPAs will install as a duplicate app. Make sure to back it up so you don't lose your progress.
      STEP 2: Download the pre-hacked .IPA file from the link above to your computer. To download from the iOSGods App, see this tutorial topic.
      STEP 3: Download Sideloadly and install it on your PC.
      STEP 4: Open/Run Sideloadly on your computer, connect your iOS Device, and wait until your device name shows up.
      STEP 5: Once your iDevice appears, drag the modded .IPA file you downloaded and drop it inside the Sideloadly application.
      STEP 6: You will now have to enter your iTunes/Apple ID email login, press "Start" & then you will be asked to enter your password. Go ahead and enter the required information.
      STEP 7: Wait for Sideloadly to finish sideloading/installing the hacked IPA. If there are issues during installation, please read the note below.
      STEP 8: Once the installation is complete and you see the app on your Home Screen, you will need to go to Settings -> General -> Profiles/VPN & Device Management. Once there, tap on the email you entered from step 6, and then tap on 'Trust [email protected]'.
      STEP 9: Now go to your Home Screen and open the newly installed app and everything should work fine. You may need to follow further per app instructions inside the hack's popup in-game.

      NOTE: iOS/iPadOS 16 and later, you must enable Developer Mode. For free Apple Developer accounts, you will need to repeat this process every 7 days. Jailbroken iDevices can also use Sideloadly/Filza/IPA Installer to normally install the IPA with AppSync. If you have any questions or problems, read our Sideloadly FAQ section of the topic and if you don't find a solution, please post your issue down below and we'll do our best to help! If the hack does work for you, post your feedback below and help out other fellow members that are encountering issues.


      Credits:
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      Cheat Video/Screenshots:

      N/A
        • Informative
        • Agree
        • Haha
        • Thanks
        • Winner
        • Like
      • 126 replies
    • Underdark:Defense v2.8.4 +5 Cheats
      Modded/Hacked App: Underdark:Defense By SeungHo Chung
      Bundle ID: com.FreeDust.UnderDark
      iTunes Store Link: https://apps.apple.com/us/app/underdark-defense/id6482025287?uo=4


      Mod Requirements:
      - Jailbroken iPhone/iPad/iPod Touch.
      - iGameGod / Filza / iMazing or any other file managers for iOS.
      - Cydia Substrate, ElleKit, Substitute or libhooker depending on your jailbreak.
      - PreferenceLoader (from Cydia, Sileo or Zebra).


      Hack Features:
      - Damage Multiplier
      - Defense Multiplier
      - Reward Mutliplier → Turn Off When You Get Enough
      - Always Last Wave
      - No Ads


      Non-Jailbroken & No Jailbreak required hack(s): https://iosgods.com/forum/79-no-jailbreak-section/
      Modded Android APK(s): https://iosgods.com/forum/68-android-section/
      For more fun, check out the Club(s): https://iosgods.com/clubs/


      iOS Hack Download Link:

      Hidden Content

      Download Hack








      Installation Instructions:
      STEP 1: Download the .deb Cydia hack file from the link above. Use Safari/Google Chrome or other iOS browsers to download.
      STEP 2: Once the file has downloaded, tap on it and then you will be prompted on whether you want to open the deb with iGameGod or copy it to Filza.
      STEP 3: If necessary, tap on the downloaded file, and then, you will need to press 'Install' from the options on your screen.
      STEP 4: Let iGameGod/Filza finish the cheat installation. Make sure it successfully installs, otherwise see the note below.
      STEP 5: If the hack is a Mod Menu — which is usually the case nowadays — the cheat features can be toggled in-game. Some cheats have options that can be enabled from your iDevice settings.
      STEP 6: Turn on the features you want and play the game. You may need to follow further instructions inside the hack's popup in-game.

       

      NOTE: If you have any questions or problems, read our Troubleshooting topic & Frequently Asked Questions & Answers topic. If you still haven't found a solution, post your issue down below and we'll do our best to help! If the hack does work for you, please post your feedback below and help out other fellow members that are encountering issues.


      Credits:
      - AlyssaX64


      Cheat Video/Screenshots:

      N/A
        • Informative
        • Agree
        • Haha
        • Thanks
        • Winner
        • Like
      • 118 replies
    • Skullgirls: Fighting RPG v7.3.0 +3 Cheats
      Modded/Hacked App: Skullgirls: Fighting RPG By Autumn Games
      Bundle ID: com.autumn.skullgirls
      iTunes Store Link: https://apps.apple.com/us/app/skullgirls-fighting-rpg/id1280762571

      Mod Requirements:
      - Jailbroken iPhone/iPad/iPod Touch.
      - Filza / iFile or iFunBox / iTools or any other file managers for iOS.
      - Cydia Substrate or Substitute.
      - PreferenceLoader (from Cydia or Sileo).


      Hack Features:
      - one hit kill
      - god mode
      - enemies don't attack
      - special skill


      Non-Jailbroken & No Jailbreak required hack(s): https://iosgods.com/forum/79-no-jailbreak-section/
      Modded Android APK(s): https://iosgods.com/forum/68-android-section/
      For more fun, check out the Club(s): https://iosgods.com/clubs/


      iOS Hack Download Link:

      Hidden Content
      Download Hack







      Installation Instructions:
      STEP 1: Download the .deb Cydia hack file from the link above.
      STEP 2: Copy the file over to your iDevice using any of the file managers mentioned above or skip this step if you're downloading from your iDevice.
      STEP 3: Using Filza or iFile, browse to where you saved the downloaded .deb file and tap on it.
      STEP 4: Once you tap on the file, you will then need to press on 'Install' or 'Installer' from the options on your screen.
      STEP 5: Let Filza / iFile finish the cheat installation. Make sure it successfully installs, otherwise see the note below.
      STEP 6: If the hack is a Mod Menu, which is usually the case nowadays, the cheat features can be toggled in-game. Some cheats have options that can be enabled from your iDevice settings.
      STEP 7: Turn on the features you want and play the game. You may need to follow further instructions inside the hack's popup in-game.

       

      NOTE: If you have any questions or problems, read our Troubleshooting topic & Frequently Asked Questions topic. If you still haven't found a solution, post your issue down below and we'll do our best to help! If the hack does work for you, post your feedback below and help out other fellow members that are encountering issues.


      Credits:
      - AlyssaX64


      Cheat Video/Screenshots:

      N/A
        • Informative
        • Agree
        • Haha
        • Thanks
        • Winner
        • Like
      • 350 replies
    • Skullgirls: Fighting RPG v7.3.0 +3 Jailed Cheats
      Modded/Hacked App: Skullgirls By Autumn Games
      Bundle ID: com.autumn.skullgirls
      iTunes Store Link: https://itunes.apple.com/us/app/skullgirls/id1280762571?mt=8&uo=4&at=1010lce4

      Mod Requirements:
      - Non-Jailbroken/Jailed or Jailbroken iPhone/iPad/iPod Touch.
      - Cydia Impactor.
      - A Computer Running Windows/Mac/Linux.


      Hack Features:
      - Instant Special Skills

      This hack works on the latest x64 or ARM64 iDevices: iPhone 5s, 6, 6 Plus, 6s, 6s Plus, 7, 7 Plus, 8, 8 Plus, X, Xr, Xs, Xs Max, SE, iPod Touch 6G, iPad Air, Air 2, Pro & iPad Mini 2, 3, 4 and later.


      Jailbreak required hack(s): https://iosgods.com/topic/99185-skullgirls-v33-x10-attack-more/


      Hack Download Link:

      Hidden Content

      Download IPA Hack or Download iOSGods App








      PC Installation Instructions:
      STEP 1: If necessary, uninstall the app if you have it installed on your iDevice. Some hacked IPAs will install as a duplicate app. Make sure to back it up so you don't lose your progress.
      STEP 2: Download the pre-hacked .IPA file from the link above to your computer.
      STEP 3: Download Cydia Impactor and extract the archive.
      STEP 4: Open/Run Cydia Impactor on your computer then connect your iOS Device and wait until your device name shows up on Cydia Impactor.
      STEP 5: Once your iDevice appears, drag the modded .IPA file you downloaded and drop it inside the Cydia Impactor application.
      STEP 6: You will now be asked to enter your iTunes/Apple ID email login & then your password. Go ahead and enter the required information..
      STEP 7: Wait for Cydia Impactor to finish sideloading/installing the hacked IPA.
      STEP 8: Once the installation is complete and you see the app on your Home Screen, you will now need to go to Settings -> General -> Profiles & Device Management. Once there, tap on the email you entered from step 6, and then tap on 'Trust [email protected]'.
      STEP 9: Now go to your Home Screen and open the newly installed app and everything should work fine. You may need to follow further per app instructions inside the hack's popup in-game.
      NOTE: For free Apple Developer accounts you will need to repeat this process every 7 days. Using a disposable Apple ID for this process is suggested but not required. Jailbroken iDevices can skip using Cydia Impactor and just install the IPA mod with AppSync & IPA Installer (or alternatives) from Cydia. If you have any questions or problems, read our Cydia Impactor topic and if you don't find a solution, post your issue down below and we'll do our best to help! If the hack does work for you, post your feedback below and help out other fellow members that are encountering issues.


      Credits:
      - @DanYal


      Cheat Video/Screenshots:

      N/A
        • Informative
        • Agree
        • Winner
        • Like
      • 104 replies
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