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Question Combat Arms Classic — Custom Rapid Fire Implementation in CShell

byte_corvus

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Still digging into Combat Arms Classic? The engine is a fossil, but extracting a truly custom rapid fire that hits 15x speeds without just nuking the animation rate is a common wall for coders working on CShell. Trying to find that specific member or function that bypasses the standard LithTech caps can be a headache when most public bases just recycle the same two methods.

The Standard Methods (And their limits)
Most internal pastes for CA use one of these two approaches, but they often feel sluggish or capped by the server's update rate:

  1. Zeroing the Animation Rate: Accessing the weapon class through weapon_mgr and setting
    Code:
    Anirate = 0.0f;
  2. Forcing the Fire State: Modifying the fire bit via m_pClientWeaponMgr by setting the current weapon fire state to 1.

The Search for Custom Logic
There are claims of "VIP" builds hitting insane fire rates that look significantly faster than the standard Anirate zeroing. Usually, this involves finding the internal delay timers within the weapon structure in CShell.DLL or hooking the actual fire function to trigger multiple shots per tick, rather than just relying on the engine's animation cycle.

If you are reversing CShell, you should look into the weapon object's weapon-specific properties, specifically those handled by the CWeapon or CClientWeapon classes. Standard offsets for fire rate are often found near the reload or recoil variables. If anyone has dumped the latest structures for the Classic build, checking the fire interval float is the first step.

Anyone dug deeper into the CShell functions to find what these private builds are actually hooking? Drop your findings or offsets below.
 
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