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  1. #1
    JoEyHaX's Avatar
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    CoD4 Simple ESP Code

    Here is a simple cod4 esp code!

    Code:
    void DoESP( void )
    {__try{
        
        CEntity * pEntity = 0;
        CClientInfo * pClientInfo = 0;
    
        for ( int i = 0; i < 64; i++ )
        {
                D3DXVECTOR3 v3DrawPos, v3DrawScr,v3DrawScr2, v3DrawPos2;
    
                CEntity * pEntity = GetEntityIndex( i );
                CClientInfo * pClientInfo = GetClientIndex( i );
    
                if (v3DrawScr.z  >= 1 && v3DrawScr2.z  >= 1 )
                        continue;
    
                if ( !IsValidEntity ( pEntity, pClientInfo ) || pEntity->iEntityType != ENTTYPE_HUMAN )
                    continue;
    
                if(i == gCG->iLocalClient)
                    continue;
    
                if(cvar.mespfont == 1)
                    espfont = FONTS_SMALLDEV;
                else if(cvar.mespfont == 2)
                    espfont = FONTS_NORMAL;
                else if(cvar.mespfont == 3)
                    espfont = FONTS_BOLD;
                else if(cvar.mespfont == 4)
                    espfont = FONTS_CONSOLE;
                else if(cvar.mespfont == 5)
                    espfont = FONTS_OBJECTIVE;
                else if(cvar.mespfont == 6)
                    espfont = FONTS_SMALL;
                else if(cvar.mespfont == 7)
                    espfont = FONTS_BIG;
    
                unsigned short HeadTag = RegisterTag_( "j_head", 1, strlen("j_head") + 1 );
    
                Vector3 Head, Leg, vDir;
    
                GET_BONE_POS(pEntity, Head, HeadTag );
                v3DrawPos = Head;
                v3DrawPos2 = *(D3DXVECTOR3*)GET_BONE_ORIGIN(pEntity, Leg);
    
                bool enemy = IsEnemyEntity(pClientInfo);
    
                vDir[0] = camera->Location[0] - Head[0];
                vDir[1] = camera->Location[1] - Head[1];
                vDir[2] = camera->Location[2] - Head[2];
    
                float fDistance = cVec._VectorLength(vDir) / 48.f;
                //float fDistance = CMath.GetDistance( camera->Location, pEntity->Location ) / 48.f;
    
                
    /*
    ^0 = Black
    ^1 = Red
    ^2 = Green
    ^3 = Yellow
    ^4 = Blue
    ^5 = Cyan
    ^6 = Purple
    ^7 = White or Pink
    ^8 = Gray^6[ ^7%s ^6]
    */
                bool isvis = Trace_Target( Head );
    
                if ( World2Screen( &v3DrawPos, &v3DrawScr ) && World2Screen( &v3DrawPos2, &v3DrawScr2 ) )
                {
                    char name[24];
                    sprintf(name, "^7[^7%s^7]", pClientInfo->szPlayerName);
    
                    char friendlyname[24];
                    sprintf(friendlyname, "^5[^7%s^5]", pClientInfo->szPlayerName);
    
                    char distance[24];
                    sprintf(distance, "^7[^7%.0f^7]", fDistance);
    
                    if(cvar.visibleesp)
                        isvis = !isvis;
    
                    if (!memcmp(server->GameType,"dm",2))
                        pClientInfo->iTeamID == gLocalInfo->iTeamID;
    
                    float BoxLength = ((v3DrawScr2.y+10) - v3DrawScr.y);
                    float BoxWidth  = (BoxLength/2.0);
                    float BoxFlow   = (v3DrawScr.x - (BoxWidth/2));
    
                    if(cvar.weaponesp)
                    {
                            CWeapon * pWeapon = GetWeaponByIndex( pClientInfo->iWeaponID );
                            char* Shader = weapons[i];
                            char* temp = pWeapon->Name;
                            temp = Shader;
                            if(strstr(temp, "hud_icon_40mm_grenade"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_ak47"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_ak47_gp25"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_ak74u"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_at4"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_barrett50cal"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_benelli_m4"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_c4"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_claymore"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_colt_45"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_desert_eagle"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_dragunov"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_g3"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_g36c"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_g36c_mp"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_javelin"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_m14"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_m14_scoped"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_m16a4"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_m16a4_grenade"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_m249saw"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_m4_grenadier"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_m4_grunt"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_m4_silencer"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_m40a3"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_m4carbine"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_m4m203_silencer"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_m60e4"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_m9beretta"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_mini_uzi"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_mp44"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_mp5"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_mp5_silencer"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_p90"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_pistol"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_remington700"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_rpd"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_rpg"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_skorpian"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_sniperrifle"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_stinger"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_usp_45"))
                                Shader = temp; 
                            if(strstr(temp, "hud_icon_winchester_1200"))
                                Shader = temp; 
                            if(strstr(temp, "hud_us_grenade"))
                                Shader = temp; 
                            if(strstr(temp, "hud_us_stungrenade"))
                                Shader = temp;
    
                        if ( enemy )
                        {
                            Engine_DrawStretchPic( v3DrawScr.x  + 15 / fDistance,v3DrawScr.y + 20 / fDistance,35,15,0,0,1,1,&Green,RegisterShader(Shader,7));
                        }
                        else
                        {
    
                        }
                    }
                    if ( cvar.nameesp )
                    {
                        if ( enemy )
                        {
                            DrawString( BoxFlow - ( strlen ( name ) / 2 * 6 ) + 25, v3DrawScr.y - 15, espfont, 1, isvis ? &Yellow : &Red , name );//^5[ ^7%s ^5]
                        }
                        else
                        {
                            if(cvar.drawfriendly)
                            {
                                DrawString(  BoxFlow - ( strlen ( friendlyname ) / 2 * 6 ) + 25,v3DrawScr.y - 5, espfont, 1, &Cyan, friendlyname );
                            }
                        }
                    }
                    if ( cvar.distanceesp )
                    {
                        if ( enemy )
                        {
                            DrawString( BoxFlow - ( strlen ( distance ) / 2 * 6 ) + 25,  v3DrawScr.y - 5,espfont, 1,isvis ? &Yellow : &Red, distance );//[%.1f]
                        }
                        else
                        {
    
                        }
                    }
                    if ( cvar.boundingboxes )
                    {
                        if ( enemy )
                        {
                            DrawBox( BoxFlow, v3DrawScr.y - ( BoxLength / 6 ), BoxWidth, BoxLength, 1.5f, isvis ? &Yellow : &Red );
                        }
                        else
                        { 
                            if(cvar.drawfriendly)
                            {
                                DrawBox( BoxFlow, v3DrawScr.y - ( BoxLength / 6 ), BoxWidth, BoxLength, 1.5f, &Cyan );
                            }
                        } 
                    }
                }
            }
    }__except(EXCEPTION_EXECUTE_HANDLER){
        return;
    }}
    T H A N K M E !

  2. The Following 2 Users Say Thank You to JoEyHaX For This Useful Post:

    Megasanderown (02-23-2014),selim321 (06-06-2012)

  3. #2
    yge3d's Avatar
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    Is it UD? Please Answer

  4. #3
    selim321's Avatar
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    What do we do this code???????

  5. #4
    hawk1234's Avatar
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    What i am suppose to do with it???

    What is this!!! What i am suppose to do with it???

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