All in one Call Of Duty Mod

This is a combination of scripts that blends RAPID FIRE, ANTI-RECOIL, AKIMBO, DROP SHOT, JUMP SHOT, AUTO SPRINT AND SNIPER BREATH into one great mod!
Version1.00
Authorhackmaster3282
Publish DateSat, 6 Sep 2014 - 14:56
Last UpdateSat, 6 Sep 2014 - 14:56
Downloads1585
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Code: Select all
// GPC Online Library
// no_recoil.gpc
 
// GPC Online Library
// multiplatform_complete_antirecoil.gpc
 
 /* * 
    ANTI-RECOIL VERTICAL + HORIZONTAL (LEFT + RIGHT)// RAPID FIRE / AKIMBO RAPID FIRE / JUMP SHOT / DROP SHOT / LEDs INDICATION for MODs
 
    Author:     Hackmaster3282                     
    System:     MULTI
    Controller: MULTI - Optimized for MOUSE & KEYBOARD
    GAME:       Battlefield series - COD series - Black Ops series
 
/******************************
*  Mod 1 = RAPID FIRE         *
*  Mod 2 = Akimbo Rapid Fire  *
*  Mod 3 = Drop Shot          *
*  Mod 4 = Jump SHot          *
*  Mod 5 = Mods OFF           *
*******************************/

 
    define ONLY_WITH_SCOPE = TRUE;// Use Anti-recoil only when scoping
    define ANTI_RECOIL = 5;       //change "0" to compensate vertical recoil (0 - 100)
    define ANTI_RECOIL_LEFT = 2//change this value to compensate to the left (0 - 100)
    define ANTI_RECOIL_RIGHT = 2; //change this value to compensate to the right (0 - 100)
define MENU_BTN=PS4_OPTIONS;
define OPTIONS_BTN=PS4_SHARE;
define SHOOT_BUTTON=PS4_R2;
define SPRINT_BTN=PS4_L3;
define RELOAD_BTN=PS4_SQUARE;
define ADS_BUTTON=PS4_L2;
define KNIFE_BTN=PS4_R3;
define PRONE_BTN=PS4_CIRCLE;
define JUMP_BTN=PS4_CROSS;
define SWICH_WEPONS=PS4_TRIANGLE;
define D_UP=PS4_UP;
define D_RIGHT=PS4_RIGHT;
define D_DOWN=PS4_DOWN;
define D_LEFT=PS4_LEFT;
define LS_X_MOV=PS4_LX;
define LS_Y_MOV=PS4_LY;
define RS_X_MOV=PS4_RX;
define RS_Y_MOV=PS4_RY;
define RATE_OF_FIRE1 = 25// Range: 1 to 25 RPS (Round/s)
 
    //  VARIABLES
    // ---------------------------------------------------------
    int fire_button, scope_button;
    int anti_recoil;
    int anti_recoil_left;
    int anti_recoil_right;
int JumpOn=TRUE;
int DropShotON=FALSE;
int SideOn=FALSE;
int akimbo_onoff = FALSE;
int rapidfire_OnOff=TRUE;
int Slide_wait1=300;
int Slide_wait2=40;
int Drop_wait1=700;
int Drop_wait2=100;
int Left_Right=0;
int hold_time1, rest_time1;
int PISTOL=1;
int MOD_NUMBER=1;
int LEDind=0;
 
    //  INITIALIZATION
    // ---------------------------------------------------------
    init {
        if(get_console() == PIO_PS3) { // PS3 Trigger & Bumper
            fire_button = 3;
            scope_button = 6;
        } else {                       // Natural Trigger & Bumper
            fire_button = 4;
            scope_button = 7;
    hold_time1 = 500 / RATE_OF_FIRE1;
    rest_time1 = hold_time1 - 20;
    if(rest_time1 < 0) rest_time1 = 0;
    }
        }
    //  MAIN PROCEDURE
    // ---------------------------------------------------------
    main {
        if(!ONLY_WITH_SCOPE || get_val(scope_button)) {
            combo_run(AntiRecoil);
set_val(TRACE_6,MOD_NUMBER);
set_val(TRACE_1,rapidfire_OnOff)
set_val(TRACE_2,akimbo_onoff)
set_val(TRACE_3,DropShotON);
set_val(TRACE_4,SideOn);   
 //set_val(TRACE_6,PISTOL);     
// Switch MODS
     if ( event_press(D_UP))
        {
         if(combo_running(LED_MODS2))combo_stop(LED_MODS2);
         MOD_NUMBER=MOD_NUMBER-1;
         if(MOD_NUMBER<1)MOD_NUMBER=5;
         combo_run(MODS_CHANGE);
        }
 
     if (event_press(D_DOWN)){
          if(combo_running(LED_MODS2))combo_stop(LED_MODS2);
         MOD_NUMBER=MOD_NUMBER+1;
        if(MOD_NUMBER>5)MOD_NUMBER=1;
       combo_run(MODS_CHANGE);
 
     }
 
 
    if (get_val(LS_X_MOV)>0)Left_Right=-100;
      else Left_Right=100;
 
    if(get_val(SHOOT_BUTTON) && !akimbo_onoff) combo_run(RapidFire);
 
 
    if(get_val(SHOOT_BUTTON)&& (akimbo_onoff && PISTOL==1))combo_run(AKIMBO);
 
 
    if(get_val(SHOOT_BUTTON)&& (akimbo_onoff && PISTOL==2)) combo_run(AKIMBO);
 
 
 
// AutoSprint    ********************
    if (get_val(SPRINT_BTN))combo_run(SPRINT);
 
// Drop Shoot ( DropShotON ProneBtn
    if(get_val(SHOOT_BUTTON) && DropShotON && !get_val(ADS_BUTTON) && !combo_running(Drop_Shoot))combo_run(Drop_Shoot);
 
// Slide Shoot
    if(get_val(SHOOT_BUTTON) && SideOn && !get_val(ADS_BUTTON) && !combo_running(JUMP_Shoot))combo_run(JUMP_Shoot);
// Auto hold Breath
     if(get_val(ADS_BUTTON)&& !akimbo_onoff)combo_run(AutoHoldBreath);
 
 
 
// Set LEDs acording mods
   if (!combo_running(LED_MODS2)&& (MOD_NUMBER>0 && MOD_NUMBER<6)){
      combo_run(LED_MODS2);
    }
 
 
} // end of main
        }
 
    //  COMBOS
    // ---------------------------------------------------------
combo MODS_CHANGE {
 
    if(MOD_NUMBER==1){rapidfire_OnOff= !rapidfire_OnOff;akimbo_onoff= FALSE;}
    else if(MOD_NUMBER==2){akimbo_onoff= !akimbo_onoff;rapidfire_OnOff= FALSE;}
    else if(MOD_NUMBER==3){DropShotON= !DropShotON;}
    else if(MOD_NUMBER==4){SideOn= !SideOn;DropShotON= !DropShotON;}
    else if(MOD_NUMBER==5){SideOn=FALSE; DropShotON=FALSE; akimbo_onoff=FALSE; rapidfire_OnOff=FALSE;}
 
 
 
}
combo LED_MODS2 {
//LEDind=((MOD_NUMBER-1)*4);
 
if(rapidfire_OnOff) set_led(LED_1,1);
else set_led(LED_1, 0);
wait(100);
set_led(LED_1, 0);
wait(40);
if(akimbo_onoff )set_led(LED_2,1);
else set_led(LED_2, 0);
wait(100);
set_led(LED_2, 0);
wait(40);
if(DropShotON)set_led(LED_3, 1);
else set_led(LED_3, 0);
wait(100);
set_led(LED_3, 0);
wait(40);
if(SideOn)set_led(LED_4,1);
else set_led(LED_4,0);
wait(100);
set_led(LED_4, 0);
wait(40);
}
 
combo RapidFire {
    set_val(SHOOT_BUTTON, 100);
    wait(hold_time1);
    set_val(SHOOT_BUTTON, 0);
    wait(rest_time1);
    set_val(SHOOT_BUTTON, 0);
    }
combo AKIMBO {
    if(PISTOL==1)set_val(SHOOT_BUTTON, 100);
    if(PISTOL==2)set_val(ADS_BUTTON, 100);
    wait(hold_time1);
    if(PISTOL==1)set_val(SHOOT_BUTTON, 0);
    if(PISTOL==2)set_val(ADS_BUTTON, 0);
    wait(rest_time1);
    if(PISTOL==1)set_val(SHOOT_BUTTON, 0);
    if(PISTOL==2)set_val(ADS_BUTTON, 0)
 
    if(akimbo_onoff) combo_run(SWITCH);
    }
combo SWITCH {
     wait(200);
    if(PISTOL==1)PISTOL=2;
    else PISTOL=1
}
combo Drop_Shoot {
   set_val(PRONE_BTN,100);
 
   wait(Drop_wait1);
   //set_val(PRONE_BTN,0);
    set_val(SHOOT_BUTTON,100);
   wait(100);
   set_val(SHOOT_BUTTON,0);
   wait(Drop_wait2);
   set_val(SHOOT_BUTTON,100);
   //set_val(PRONE_BTN,0);
  wait(100);
  set_val(SHOOT_BUTTON,0);
}
combo SPRINT {
   set_val(SPRINT_BTN,100);
   wait(300);
   set_val(SPRINT_BTN,100);
 
}
combo AutoHoldBreath {
    set_val(SPRINT_BTN, 100);
    wait(10);
    set_val(SPRINT_BTN, 100);
} 
combo JUMP_Shoot {
   set_val(JUMP_BTN,100);
   wait(Slide_wait1);
   set_val(SHOOT_BUTTON,100);
   set_val(JUMP_BTN,0);
   wait(Slide_wait2);
   set_val(JUMP_BTN,0);
}
    combo AntiRecoil { // This combo must be the last one
        if(get_val(fire_button)) {
        anti_recoil = get_val(10) + ANTI_RECOIL;
        if(anti_recoil > 100) anti_recoil = 100;
        set_val(10, anti_recoil);
        anti_recoil_left = get_val(9) -ANTI_RECOIL_LEFT;
        if(anti_recoil_left > 100) anti_recoil_left = 100;
        set_val(9, anti_recoil_left);
        anti_recoil_right = get_val(9) +ANTI_RECOIL_RIGHT;
        if(anti_recoil_right > 100) anti_recoil_right = 100;
        set_val(9, anti_recoil_right);
        }
    }