SlavkyDev-CheatsTabPlus icon

CheatsTabPlus

Adds No Recoil, No Spread, Double Speed, Noclip, Big Heads, One Hit Enemies and OHKO to the Cheats tab. They count as cheats like the stock ones, and Steam leaderboard uploads stay blocked while it is loaded. Experimental.

Last updated 6 hours ago
Total downloads 9
Total rating 0 
Categories Mods
Dependency string SlavkyDev-CheatsTabPlus-1.0.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack_IL2CPP-6.0.755 icon
BepInEx-BepInExPack_IL2CPP

BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.

Preferred version: 6.0.755

README

CheatsTabPlus 1.0.0

New cheats for the settings Cheats tab in Gunman Contracts – Stand Alone (Windows x64, Unity 6000.0.41f1 / IL2CPP). Weapon cheats appear directly under Unlimited Ammo and Endless Bullets, a new Movement category (with its own divider line) follows Unlimited Slowmotion, and a Misc category follows that, copied from those rows so they look and behave like the game's own toggles.

Cheat Does
No Recoil No gun kick when you shoot, and no flat-screen camera kick.
No Spread Flat-screen shots go exactly where you aim. Shotguns keep their pattern unless the option below is on.
Also Apply No Spread for Shotguns Only shown while No Spread is on. Every shotgun pellet goes dead centre, in VR and flat-screen.
Double Speed Movement category. Walking, running, crouching and aiming movement at twice the speed, in VR and flat-screen.
Noclip Movement category. Gravity and collisions off; your move input flies you along where you're looking. Flat-screen: Space rises, Ctrl sinks, Shift flies 3× faster, and jump/crouch are blocked while flying. The black fade near walls is off while flying, in both modes.
Big Heads Misc category. Every enemy gets an old-school giant head, and the head hitbox grows with it, so headshots land on the big head. Civilians keep theirs.
One Hit Enemies Misc category. Any hit kills an enemy: bullets (armor included), knives, blunt weapons, explosions, fire and lethal melee. Shoves and stun blasts the game makes non-lethal stay non-lethal. Civilians are untouched.
OHKO Under Infinite last Healthpoint. You get a single health notch, shown as full, and any hit kills you. Switching it off restores the difficulty's health and heals you to full. Godmode and Infinite last Healthpoint still protect you if they are on too.

Worth knowing: in VR, pistols and rifles already have no spread at all — the game fires them straight down the barrel. So in VR, No Spread by itself changes nothing, and the shotgun option is where it matters.

The same way the stock cheat rows work, these are greyed out while the game has cheats locked. Only the player's own guns are affected; enemies fire the same gun class and keep their recoil and spread.

Cheats and scores

These count as cheats. Without IDGAFMan, a cheat that is on or was used at any point in a run flags it through the game's own CheckForCheats, so it gets no personal best and no achievements, the same as Godmode or Unlimited Ammo.

The game's cheat check does not keep a run off Steam: finalizeHighscore uploads a new best through CheckSteamBest before it looks at cheats. The game's own mod check does drop uploads while it detects a mod loader, but CheatsTabPlus doesn't rely on that. Without IDGAFMan, it blocks every Steam leaderboard upload itself while it is loaded. It hooks the only four functions that start one: SteamLeaderboard.SubmitScore, SteamLeaderboard.ReplaceScore, LeaderboardUI.SaveScoreViaButton and LeaderboardUI.SaveScore.

When IDGAFMan's patches are actually in place (plugin or standalone edition, detected from the patched code rather than the plugin list), cheat detection and the Steam block are left to IDGAFMan, which already blocks the same four functions. If any hook fails to install, CheatsTabPlus removes all of them, so a cheat can never run unreported or with uploads open.

Install

  1. Install BepInEx 6 Unity IL2CPP, Windows x64, build 755 or later.
  2. Extract the archive's BepInEx folder into the game folder, or copy CheatsTabPlus.dll into BepInEx/plugins/CheatsTabPlus/.
  3. Launch the game and check BepInEx/LogOutput.log for CheatsTabPlus enabled.

Using MelonLoader 0.7 or later instead: put the CheatsTabPlus-MelonLoader archive's CheatsTabPlus.dll into Mods/, and check MelonLoader/Latest.log for the same line.

The toggles are not saved, and like the stock cheats they switch off whenever a game is started from the main menu (the game's own ResetCheats runs, and these follow it). No game files are modified.

How it works

Cheat Hook
No Recoil Prefix skips HVRGunBase.Recoil for player guns, so HVRRecoil never gets a force to push into the gun and hand. Prefix skips RecoilMotion.Tick, the flat-screen camera kick.
No Spread Prefix passes shotsFired = 1 to ANBHVRGunBase.FPSshoot. The game only spreads follow-up shots in a burst, so every shot is aimed like the first. Zeroing spread instead would make the game's spread / (10 / shotsFired) step divide 0 by 0 after ten shots, and fire those bullets with a NaN direction.
Shotgun pellets Around every step of the FireShotgun coroutine, ShotRadius and ShotExtraRadius are zeroed and then restored. The coroutine re-reads them for every pellet, across pellet intervals. Restoring them means an NPC who picks the gun up still has its spread.

| Double Speed | Around each movement tick, the speed fields are doubled and then restored: MoveSpeed/RunSpeed and their accelerations on HVRPlayerController (VR), speedWalking/Running/Crouching/Aiming on Movement (flat-screen). Nothing compounds, and the game's own writes to those fields still win. | | Noclip | VR: after HVRPlayerController.FixedUpdate, the CharacterController is switched off, which stops gravity and collision, and the rig is moved along the camera. Head push-back and lean fade are off while flying. Flat-screen: Movement.MoveCharacter is skipped and the player is moved along the camera. The under-map teleport and fall damage are suppressed while flying. When flight ends, a landing is judged from the height you stopped at, and if there is no floor below you are sent back to the last spot you stood on. | | Big Heads | After each ANBBasicNPC.UpdateExec, an enemy's humanoid head bone (Animator.GetBoneTransform(Head)) is scaled 2.5×. Shots hit PuppetMaster's physical muscles, so the head muscle (the one whose target is that bone) has its sphere, capsule or box collider enlarged 2.5×, centre included, so it grows from the neck exactly like the visible head. The collider shape is changed rather than its transform, which would disturb the ragdoll joints. Switching it off restores every head and hitbox at once, dead NPCs included. | | One Hit Enemies | Prefix on every ANBBasicNPC damage method (TakeDamage, melee, blunt, knife slash, stab, explosion, generic/fire) drops a live enemy's health to 0.001 just before the hit subtracts from it. TakeArmorDamage never touches health, so armor hits are forwarded to TakeDamage, which the game itself does for some armor hits. | | OHKO | Postfix on ANBGameLogic.Update sets playerHitPointsMax, playerHitPointsMaxRecharge and playerHitPoints to 1, and puts the saved values back when switched off. Doing it every frame survives SetDifficulty rewriting the maximum on map load. The wrist HUD draws one notch per point of max health; a postfix on ANBWristHud.checkHealth paints that notch in the full-health colour instead of critical red. A prefix on HurtPlayer raises any positive damage to a lethal amount. |

A gun counts as the player's when it is not EnemyGun and is either held (gunbaseHolding) or the flat-screen gun (FPSGun). The rows copy the stock row, drop its ANBSaveItem, which would otherwise write into Unlimited Ammo's game variable, and rewire the toggle to this mod's own in-memory state.

CheatsTabPlus soft-depends on IDGAFMan so it loads after it (under MelonLoader, IDGAFMan's load priority does the same): IDGAFMan byte-patches CheckForCheats, and a Harmony detour installed there first would make IDGAFMan reject its own patches.

Noclip caveats: turning it off inside a wall or floor leaves you stuck there, as CharacterControllers don't push themselves out. In VR your physics hands still collide, so held guns can catch on walls while you fly through.

Not yet playtested. Unconfirmed from the code alone: whether flat-screen camera kick is entirely RecoilMotion, or partly FirstPersonAIO.CameraShake; and whether a UnityEvent listener wired up in the editor moves the camera on a shot.