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machoo

Manual reload mod help

Recommended Posts

machoo

I'm trying to create a mod that will reload the player's weapon on a keypress. I'm not a great programmer, only some basic knowledge of C++, but I thought this was simple enough for me to do and I was surprised at how difficult it was.

 

My first attempt was with Plugin SDK: When 'R' is pressed, it would call the reload function on the player's current weapon.

 

Events::gameProcessEvent += [&]
{
    CPlayerPed* player = FindPlayerPed();
    if (player)
    {
        if (KeyPressed('R'))
        {
            player->m_aWeapons[player->m_bWeaponSlot].Reload();
        }
    }
};

Unfortunately this only reloads the ammo value without playing the animation, which isn't what I was going for.


I tried a few different things but I couldn't figure out how to do what I wanted with Plugin SDK. I went on cheat engine to find out where the reload is done, how it 
works and if I could possibly trigger it myself. I found a compare where it checks if the ammo value is 0 and jumps to this assembly code:

Spoiler

M7RnJsO.png

mov [esi+04],00000002
mov eax,[esi]
push eax
call 005D5710
mov ebx,[00974B2C]
pop ecx
add ebx,[eax+0C]
mov [esi+10],ebx
call 004BC120
cmp ebp,eax
jne 005D4BB9
movzx eax,byte ptr [00A10AFB]
imul eax,eax,2E
cmp byte ptr [eax*8+0094AE69],00
je 005D4BB9
mov eax,[esi]
push eax
call 005D5710
mov eax,[eax+0C]
pop ecx
cdq 
and edx,03
add eax,edx
sar eax,02
add eax,[00974B2C]
mov [esi+10],eax

 

 

 

 

I injected this into where the compare is done so it will do the reload every time. I feel like I'm on the right track but I'm not sure where to go from here. I'm really out of my element and I don't know how to do this kind of GTA modding and dll injection. I'm hoping someone here can point me in the right direction.

Edited by machoo
forgot image

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