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    ChanceOfHax's Avatar
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    Question Aimbot - wrong high, team check

    Hey guys
    I got my aimbot now work

    But i have got 2 BIG problems......

    1.It aimes at the wrong heigh
    So i show u my code how i do this. When the enemy is near me it aimes right:
    [html]D3DXVECTOR3 Pos, Screen, Pos2(0.5, -1, 0), Pos3;
    Pos = MyGetObjectMaxPos(fx->Object);
    Pos3 = VectorAdd(Pos,Pos2);
    IsTargetInFieldOfView(MyGetObjectMaxPos(pPlayerMan ager->CameraObject), Pos3);
    [/html]
    I know i must use a distance number but how?

    2. and bigger problem - The enemy check
    I tested ALL things. But no work. I use gellins classes:
    [html]
    #ifndef _ENGINE_CLASS_
    #define _ENGINE_CLASS_

    //CShell Entry Point
    #define ADDR_CSHELL_BASE 0x37100000

    //SFX ID's
    #define SFX_NADE 0x13
    #define SFX_PICKUP 0x17
    #define SFX_CHARACTER 0x18
    #define SFX_MAX 0x3B

    //CShell.dll
    #define ADDR_MTBWCRET 0xMYUPDATEDWORKINGADDYS
    #define ADDR_WEAPONMGR 0xMYUPDATEDWORKINGADDYS
    #define ADDR_L***BASE 0xMYUPDATEDWORKINGADDYS
    #define ADDR_LOCALPTR 0xMYUPDATEDWORKINGADDYS
    #define ADDR_BUILDFONT 0xMYUPDATEDWORKINGADDYS
    #define ADDR_FILLFONT 0xMYUPDATEDWORKINGADDYS
    #define ADDR_FONTECX 0xMYUPDATEDWORKINGADDYS
    #define ADDR_GETCONSOLEINT 0xMYUPDATEDWORKINGADDYS
    #define ADDR_WEAPON_RANGE1 0xMYUPDATEDWORKINGADDYS
    #define ADDR_WEAPON_RANGE2 0xMYUPDATEDWORKINGADDYS
    #define ADDR_GCS 0xMYUPDATEDWORKINGADDYS
    #define ADDR_LTCOMMON 0xMYUPDATEDWORKINGADDYS
    #define ADDR_GETFONTHAND 0xMYUPDATEDWORKINGADDYS

    //FPS
    #define ADDR_FORCEFPS 0x37812DE0
    #define OFF_FPS 0x0000DA00

    //Engine.exe
    #define ADDR_D3D 0x90AF20
    #define ADDR_W2S 0x4913C0
    #define ADDR_DRAWPRIM 0x7FF010
    #define ADDR_CURSORCENTER 0x7E943C
    #define ADDR_CONSOLEUNWRAPPED 0x485E10
    #define ADRR_INTERSECT 0x470AE0

    //ClientFx.fxd
    #define ADDR_CLIENTFX 0x66F34

    class cLTCientShellBase;
    class cLTClient;
    class cLTDrawPrim;
    class cGameClientShell;
    class cLTModel;
    class cLTCommon;
    class cLTMessage;
    class cFont;
    class cPlayerMgr;
    class cWeaponInfo;
    class cWeaponMgr;
    class cClientWeapon;
    class cObjName;
    class cBaseFX;
    class cCharacterFX;
    class c_player;
    class cLTMessage;
    class cLTBase;
    class cClientInfoMgr;

    typedef bool (*ObjectFilterFn)(int* hObj, void *pUserData);

    struct IntersectQuery
    {
    D3DXVECTOR3 Start; //0x0000
    D3DXVECTOR3 End; //0x000C
    char unknown24[12];
    unsigned int Flags; //0x0024
    ObjectFilterFn FilterFn; //0x0028
    void* FilterIntersectParam; //0x002C
    ObjectFilterFn FilterIntersectFn; //0x0030
    void* FilterParam; //0x0034
    void* PolyFilterParam; //0x0038
    //PolyFilterFn PolyFilterFn; //0x003C
    };

    class cSFXList
    {
    public:
    unsigned long unk0;
    unsigned long* List;
    unsigned long unk1;
    int Num;
    };

    class cSFXMgr
    {
    public:
    cSFXList SFXList [SFX_MAX];
    };

    struct IntersectInfo
    {
    D3DXVECTOR3 vImpactPos; //0x0000
    char unknown12[16];
    int* hObjImpact; //0x001C
    DWORD nSomething; //0x0020
    DWORD nSomething2; //0x0024
    DWORD nSomething3; //0x0028
    };

    struct Transform
    {
    D3DXVECTOR3 Pos;
    unsigned char Space [0x100];
    };

    struct Screen
    {
    int x;
    int y;
    };

    struct VERTS
    {
    D3DXVECTOR3 pos;
    unsigned int rgba;
    };

    struct SHAPE_RECT
    {
    VERTS Right[3];
    VERTS Left[3];
    };

    class cLTClientShellBase
    {
    public:
    cLTBase* ILTBase; //0x0000
    char unknown4[16];
    cLTDrawPrim** ILTDrawPrim; //0x0014
    char unknown24[4];
    cLTModel** ILTModel; //0x001C
    char unknown32[136];
    cGameClientShell* ILTGameClientShell; //0x00A8
    };

    class cLTBase
    {
    public:
    cLTClient* ILTClient; //0x0000
    char unknown8[96];
    bool( WINAPIV *IntersectSegment )( IntersectQuery& Query, IntersectInfo *pInfo ); //0x0064
    char unknown104[28];
    unsigned int ( WINAPIV *GetLocalClientID )( unsigned int *pIDOut ); //0x0084
    char unknown136[384];
    unsigned int( WINAPIV *RunConsoleCommand )( const char* szCommand ); //0x0208
    int*( WINAPIV *GetClientObject )(); //0x020C
    char unknown528[16];
    unsigned int( WINAPIV *GetObjectScale )( int* pObject, float *scale ); //0x0220 0x46D530
    unsigned int( WINAPIV *SetObjectScale )( int* pObject, float scale ); //0x0224 0x472990
    char unknown552[4];
    unsigned int( WINAPIV *GetObjectColor )( int* pObject, float *r, float *g, float *b, float *a ); //0x022C 0x46FAC0
    unsigned int( WINAPIV *SetObjectColor )( int* pObject, float r, float g, float b, float a ); //0x0230 0x46FB40
    };

    class cLTClient
    {
    public:
    char unknown0[156];
    unsigned int( WINAPI *GetObjectRot )( int* pObject, D3DXMATRIX *vRot ); //0x009C 0x46D840
    unsigned int( WINAPI *GetObjectPos )( int* pObject, D3DXVECTOR3 *vPos ); //0x00A0 0x46D7D0
    char unknown164[32];
    unsigned int( WINAPI *SetObjectPos )( int* pObject, D3DXVECTOR3 vPos, bool bUnk ); //0x00C4 0x472C60
    char unknown200[108];
    unsigned int( WINAPIV *GetConsoleVariableFloat )( const char *szCommand, float *ValueOut ); //0x00CC
    unsigned int( WINAPIV *GetConsoleVaribleString )( const char *szCommand, char *BufOut, unsigned int StringLength ); //0x00D0
    char unknown316[28];
    unsigned int( WINAPI *SendToServer )( int Message, unsigned int flags ); //0x0158 0x474160
    };

    class cGameClientShell
    {
    public:
    virtual void Function0();
    virtual void Function1();
    virtual void Function2();
    virtual void Function3();
    virtual void Function4();
    virtual void Function5();
    virtual void Function6();
    virtual void Function7();
    virtual void Function8();
    virtual void Function9();
    virtual void Function10();
    virtual void Function11();
    virtual void Function12();
    virtual void Function13();
    virtual void Function14();
    virtual void Function15();
    virtual void Function16();
    virtual void Function17();
    virtual void Function18();
    virtual void Function19();
    virtual void Function20();
    virtual void Function21();
    virtual void Function22();
    virtual void Function23();
    virtual void Function24();
    virtual void Function25();
    virtual void Function26();
    virtual void Function27();
    virtual void Function28();
    virtual void Function29();
    virtual void Function30();
    virtual void Function31();
    virtual void Function32();
    virtual void Function33();
    virtual void Function34();
    virtual void Function35();
    virtual void Function36();
    virtual void Function37();
    virtual void Function38();
    virtual void Function39();
    virtual void Function40();
    virtual void Function41();
    virtual void Function42();
    virtual void Function43();
    virtual DWORD GetClientInfoMgr();
    virtual DWORD GetInterfaceManager();
    virtual DWORD GetPlayerManager();
    virtual void Function47();
    virtual void Function48();
    virtual void Function49();
    virtual void Function50();
    virtual void Function51();
    virtual void Function52();
    virtual void Function53();
    virtual void Function54();
    virtual cSFXMgr* GetSFXMgr();
    };

    class cLTModel
    {
    public:
    virtual void Function0();
    virtual void Function1();
    virtual void Function2();
    virtual void Function3();
    virtual void Function4();
    virtual void Function5();
    virtual void Function6();
    virtual void Function7();
    virtual void Function8();
    virtual void Function9();
    virtual void Function10();
    virtual void Function11();
    virtual void Function12();
    virtual unsigned int GetBoneNode( int* Obj, char* nodeName, unsigned int &Node );
    virtual unsigned int GetNodeName( int* Obj, unsigned int Node, char* name, int maxlen );
    virtual unsigned int GetNodeTransform( int* Obj, unsigned int hNode, Transform* trans, char bWorldSpace );
    virtual unsigned int GetModelNextNode( int* Obj, unsigned int Node, unsigned int &Next );
    virtual void Function17();
    virtual void Function18();
    virtual void Function19();
    virtual void Function20();
    virtual unsigned int GetNumNodes( int* Obj, unsigned int &num );
    };

    class cLTCommon
    {
    public:
    virtual void Function0();
    virtual void Function1();
    virtual void Function2();
    virtual void Function3();
    virtual void Function4();
    virtual void Function5();
    virtual void Function6();
    virtual void Function7();
    virtual void Function8();
    virtual unsigned int CreateMessage( int* pMsg );
    virtual void Function10();
    virtual void Function11();
    virtual void Function12();
    virtual void Function13();
    virtual void Function14();
    virtual void Function15();
    virtual void Function16();
    virtual void Function17();
    virtual unsigned int GetObjectFlags( int* pObject, unsigned int iFlagType, unsigned int *iFlags );
    virtual unsigned int SetObjectFlags( int* pObject, unsigned int iFlagType, unsigned int iFlags, unsigned int iMask );

    };

    class cLTDrawPrim
    {
    public:
    char unknown0[40];
    void( WINAPI *SetRenderMode )( int mode ); //0x0028
    char unknown44[88];
    void( WINAPI *DrawPrimitive )( void* q, unsigned int count ); //0x0084
    char unknown136[64];
    unsigned int( WINAPI *WorldToScreen )( float x, float y, float z, D3DXVECTOR3* v3Screen, D3DXVECTOR3 *v3Unk ); //0x00C8 0x4913C0
    };

    class c_player
    {
    public:
    char unknown0[4];
    __int32 ClientID;
    char unknown1[4];
    int* Object;
    __int32 Kills;
    __int32 Deaths;
    char unknown52[44];
    __int32 HeadShots;
    char unknown100[12];
    __int32 TeamID;
    char unknown47[4];
    bool isDead;
    char unknown4[491];
    c_player* Next;
    };

    class c_object
    {
    public:
    char unknown0[4];
    D3DXVECTOR3 MaxRootPosition; //0x0004
    D3DXVECTOR3 MinRootPosition; //0x0010
    char unknown28[120];
    BYTE ObjectColorR; //0x0094
    BYTE ObjectColorG; //0x0095
    BYTE ObjectColorB; //0x0096
    BYTE ObjectColorA; //0x0097
    char unknown152[4];
    float ObjectScaleX; //0x009C
    float ObjectScaleY; //0x00A0
    float ObjectScaleZ; //0x00A4
    char unknown168[16];
    float xPlayerUnit; //0x00B8
    float yPlayerUnit; //0x00BC
    float zPlayerUnit; //0x00C0
    float PlayerUnitWidth; //0x00C4
    D3DXVECTOR3 RootPosition; //0x00C8
    char unknown212[4];
    float Pitch; //0x00D8
    float Yaw; //0x00DC
    float Roll; //0x00E0
    };

    class cClientInfoMgr
    {
    public:
    DWORD Unk;
    c_player* First;
    unsigned int LocalIndex; //0x0008
    char unknown2[48];
    __int32 iAlphaScore;
    __int32 iBravoScore;
    char unknown5[12];
    __int32 iGameMode;

    inline c_player* GetClientByID( int id )
    {
    c_player* ptr = First;

    while( ptr )
    {
    if( ptr->ClientID == id )
    return ptr;

    ptr = ptr->Next;
    }
    return NULL;
    }
    };


    class cClientWeaponMgr
    {
    public:

    cClientWeapon** WeaponList; //0000
    __int32 MaxWeapons; //0004
    __int32 WeapIndex; //0008
    cClientWeapon* CurrentWeapon; //000C
    BYTE WeaponsEnabled; //0010
    BYTE WeaponsVisible; //0011
    char unknown16[20];
    __int32 nCurrentWeaponID; //0x0024
    };

    class cPlayerMgr
    {
    public:
    char pad[24];
    cClientWeaponMgr* WeaponMgr; //0018
    char unknown0[48];
    float Pitch; //0048
    float Yaw; //004C
    float Roll;
    char unknown3[220];
    int* CameraObject; //012C

    __inline cClientWeapon* GetCurrentWeapon()
    {
    if( WeaponMgr && WeaponMgr->CurrentWeapon )
    return WeaponMgr->CurrentWeapon;

    return NULL;
    }
    };

    class cObjName
    {
    public:
    char unknown0[4];
    char Name[28]; //0004
    };

    class cBaseFX
    {
    public:
    char unknown0[16];
    int* Object; //0010
    D3DXVECTOR3 Pos;
    char unknown1[28];
    cObjName* gotoObjName; //003C
    char unknown2[16];
    BYTE Unknown3; //0050
    BYTE OwnerID; //0051
    };

    class cCharacterFX
    {
    public:
    char unk1[16];
    int* Object; //0x10
    char unk2[44];
    int IsPlayer; //0x40
    char unk3[40];
    unsigned char Index; //0x6C
    char unknown112[8]; //0x0070
    float fStartPitch; //0x0078
    float fStartYaw; //0x007C
    char unknown128[1224]; //0x0080
    BYTE unk1287; //0x0548
    bool bIsDead; //0x0549
    bool bSpawnSheild; //0x054A
    BYTE unk5563; //0x054B
    char unknown1356[12]; //0x054C
    int* hHitbox; //0x0558
    char unknown1372[96]; //0x055C
    WORD wUnk; //0x05BC
    WORD wHealth; //0x05BE
    WORD wArmor; //0x05C0
    };

    class Something
    {
    public:
    bool bIsAlive; //0000
    };

    class WepInfo
    {
    public:
    __int32 iBackPackABulletsLeft; //0000
    __int32 i2ndaryBulletsLeft; //0004
    __int32 Unknown0;
    __int32 iGrenadesLeft; //000C
    __int32 iBackPackBBulletsLeft; //0010
    };

    class Info
    {
    public:
    char unknown0[12]; //0x0000
    __int32 iHP; //0x000C
    __int32 iAP; //0x0010
    __int32 iMaxHP; //0x0014
    __int32 iMaxAP; //0x0018
    WepInfo* gotoWepInfo; //0x001C
    Something* goToSomething; //0x0020
    char unknown36[352];
    float fStamina; //0x0184
    __int32 iIsRunning; //0x0188
    __int32 iIsJumping; //0x018C
    __int32 iWeaponSlotInUse; //0x0190
    char unknown404[44]; //0x0194
    c_player* goToPlayers; //0x01C0
    };

    class LocalInfo
    {
    public:
    Info* goToInfoClass; //0000
    };

    class cLTMessage
    {
    public:
    virtual void Function0();
    virtual void DoInit();
    virtual void Function2();
    virtual void Function3();
    virtual void Function4();
    virtual void Function5();
    virtual void Function6();
    virtual int DoSomething();
    virtual void Function8();
    virtual void WriteBits( int value, int size );
    virtual void Function10();
    virtual void Function11();
    virtual void Function12();
    virtual void Function13();
    virtual void Function14();
    virtual void WriteString( const wchar_t* data );
    };

    class cFont
    {
    public:
    virtual void Function0();
    virtual void Function1();
    virtual void SetSomthing( int a, int b, int c, int d );
    virtual void Function3();
    virtual void Render();
    virtual void Function5();
    virtual void Function6();
    virtual int GetX();
    virtual void SetPos( int x, int y );
    virtual void GetPos( int* x, int* y );
    virtual void Function10();
    virtual void Function11();
    virtual void Function12();
    virtual float GetScaleX();
    virtual float GetScaleY();
    virtual void Function15();
    virtual void Function16();
    virtual void Function17();
    virtual void Function18();
    virtual void Function19();
    virtual void Function20();
    virtual void Function21();
    virtual void Function22();
    virtual void Function23();
    virtual void Function24();
    virtual void Function25();
    virtual void Function26();
    virtual void Function27();
    virtual void Function28();
    virtual void Function29();
    virtual void Function30();
    virtual void Function31();
    virtual void Function32();
    virtual void Function33();
    virtual void Function34();
    virtual void Function35();
    virtual void Function36();
    virtual void Function37();
    virtual void Function38();
    virtual void Function39();
    virtual void Function40();
    virtual void Function41();
    virtual void Function42();
    virtual void Function43();
    virtual void SetColor( int c, int c_, int c__, int const_num );
    virtual void Function45();
    virtual void Function46();
    virtual void Function47();
    virtual void Function48();
    virtual void Function49();
    virtual void Function50();
    virtual void Function51();
    virtual void Function52();
    virtual void Function53();
    virtual void Function54();
    virtual void Function55();
    virtual void Function56();
    virtual void Function57();
    virtual void Function58();
    virtual void Function59();
    virtual void Function60();
    virtual void Function61();
    virtual void Function62();
    virtual void Function63();
    virtual void Function64();
    virtual void Function65();
    virtual void Function66();
    virtual void Function67();
    virtual void Function68();
    virtual void Function69();
    virtual void Function70();
    virtual void Function71();
    virtual void Function72();
    virtual void Function73();
    virtual void Function74();
    virtual void Function75();
    virtual void Function76();
    virtual void Function77();
    virtual void Function78();
    virtual void Function79();
    virtual void Function80();
    virtual void Function81();
    virtual void Function82();
    virtual void Function83();
    virtual void SetText( unsigned short* text, int cont_num );
    };

    class cWeaponInfo
    {
    public:
    char unknown0[12]; //0x0000
    DWORD dwClientWeaponType; //0x000C
    char unknown16[16]; //0x0010
    DWORD dwAlt_InstDamage; //0x0020
    DWORD dwInstDamage; //0x0024
    DWORD UNK; //0x0028
    char unknown44[104]; //0x002C
    DWORD dwFireSnd; //0x0094
    char unknown152[108]; //0x0098
    float fFireDelay1; //0x0104
    float ffiredelay1; //0x0108
    DWORD dwMaxAmmo3; //0x010C
    DWORD dwMaxAmmo2; //0x0110
    char unknown276[276]; //0x0114
    DWORD dwCrossHairA; //0x0228
    DWORD dwCrossHairR; //0x022C
    DWORD dwCrossHairG; //0x0230
    DWORD dwCrossHairB; //0x0234
    BYTE TripleShotMode; //0x0238
    char unknown569[3]; //0x0239
    DWORD dwTripleShotRoundNum; //0x023C
    float fDamageRFacter; //0x0240
    char unknown580[28]; //0x0244
    DWORD dwInfiAmmo2;
    DWORD dwInfiniteAmmo; //0x0264
    DWORD dwHideWhenEmpty; //0x0268
    DWORD dwIsAmmo; //0x026C
    char unknown624[4]; //0x0270
    DWORD dwShotsPerClip; //0x0274
    char unknown632[52]; //0x0278
    float fZoomTime; //0x02AC
    DWORD dwMinPerturb; //0x02B0
    DWORD dwMaxPerturb; //0x02B4
    float fDuckPerturb; //0x02B8
    float fMoveDuckPerturb; //0x02BC
    DWORD dwZoomedMinPerturb; //0x02C0
    DWORD dwZoomedMaxPerturb; //0x02C4
    DWORD dwRange; //0x02C8
    char unknown716[12]; //0x02CC
    DWORD VectorsPerRound; //0x02D8
    char unknown732[40]; //0x02DC
    float fPerturbIncSpeed; //0x0304
    float fPerturbDecSpeed; //0x0308
    char unknown780[4]; //0x030C
    float fZoomedPerturbIncSpeed; //0x0310
    float fZoomedPerturbDecSpeed; //0x0314
    char unknown792[4]; //0x0318
    float fBaseCamRecoilPitch; //0x031C
    float fBaseCamRecoilAccelPitch; //0x0320
    char unknown804[36]; //0x0324
    float fTripleShotMaxCamRecoilPitch; //0x0348
    float fTripleShotBaseCamRecoilPitch; //0x034C
    char unknown848[8]; //0x0350
    DWORD dwTripleShotMinPerturb; //0x0358
    DWORD dwTripleShotMaxPerturb; //0x035C
    float fTripleShotPerturbIncSpeed; //0x0360
    float fTripleShotPerturbDecSpeed; //0x0364
    char unknown872[112]; //0x0368
    DWORD dwFireRate; //0x03D8
    DWORD dwMoveSpeed; //0x03DC
    DWORD ID03B39CC0; //0x03E0
    char unknown996[32]; //0x03E4
    BYTE DisableCrosshair; //0x0404
    char unknown1029[27]; //0x0405
    float fCameraSwayXFreq; //0x0420
    float fCameraSwayYFreq; //0x0424
    char unknown1064[12]; //0x0428
    DWORD dwTargetCrosshairFlag; //0x0434
    DWORD dwEffectRange; //0x0438
    char unknown1084[192]; //0x043C
    DWORD dwFireDelay; //0x04FC
    };

    class cWeaponMgr
    {
    public:
    char unknown0[5564];
    cWeaponInfo** Weapons; //15BC
    __int32 WeaponCount; //15C0
    };

    class CILTDrawPrim;
    class CILTDrawPrim
    {
    public:
    virtual void function0(); //
    virtual void function1(); //
    virtual void function2(); //
    virtual void function3(); //
    virtual void function4(); //
    virtual void function5(); //
    virtual void function6(); //
    virtual void function7(); //
    virtual void function8(); //
    virtual void function9(); //
    virtual void function10(); //
    virtual void function11(); //
    virtual void function12(); //
    virtual void function13(); //
    virtual void function14(); //
    virtual void function15(); //
    virtual void function16(); //
    virtual void function17(); //
    virtual void function18(); //
    virtual void function19(); //
    virtual void function20(); //
    virtual void function21(); //
    virtual void function22(); //
    virtual void function23(); //
    virtual void function24(); //
    virtual void function25(); //
    virtual void function26(); //
    virtual void function27(); //
    virtual void function28(); //
    virtual void function29(); //
    virtual void function30(); //
    virtual void function31(); //
    virtual void function32(); //
    virtual void function33(); //
    virtual void function34(); //
    virtual void function35(); //
    virtual void function36(); //
    virtual void function37(); //
    virtual void function38(); //
    virtual void function39(); //
    virtual void function40(); //
    virtual void function41(); //
    virtual void function42(); //
    virtual void function43(); //
    virtual void function44(); //
    virtual void function45(); //
    virtual void function46(); //
    virtual void function47(); //
    virtual void function48(); //
    virtual void function49(); //
    virtual HRESULT Project( float x, float y, float z, D3DXVECTOR3* pProjectOut, D3DXVECTOR3* pTransformOut); //
    char unknown[17232]; //0x0004
    D3DXMATRIX World; //0x4354
    D3DXMATRIX View; //0x4394
    D3DXMATRIX Projection; //0x43D4
    };


    struct Charectors
    {
    Charectors()
    {
    Charector = NULL;
    SFXOBJ = NULL;
    }

    int iIsPlayer,
    iNameLen;

    bool bIsDead,
    bVisible,
    bOnScreen,
    bSpawnShield,
    bValidObj,
    bValidCoords;

    float fDistance;

    Transform HeadTransform,
    AimTransform,
    PredictedAimTransform;

    D3DXVECTOR3 FootPos, FootScreen,
    HeadScreen, FinalAimSpot;

    c_player* Charector;
    cCharacterFX* SFXOBJ;
    };
    struct Local
    {
    Local()
    {
    Object = NULL;
    CameraObject = NULL;
    Local_Player = NULL;
    }

    bool bDead;
    int* Object;
    int* CameraObject;

    unsigned int iIndex,
    iTeam,
    iGameMode;

    D3DXVECTOR3 CameraPos;

    c_player* Local_Player;
    };
    #endif[/html]

    So how i can do a real enemy check with THESE classes?

    Plz help me.
    PS: I dont release any hacks like choclate!

  2. #2
    kotentopf's Avatar
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    Code:
    CharFX *pFX = (CharFX*)SFXMgr->SFXList[SFXList.Char].List[i];
    				
    if(Hack.Readys.Valid(pFX))
    {
    	PlayerInfo *pPlayer = SearchPlayerByIndex(pFX->Index);
    
    //bla bla bla
    
    bool Doit = false;
    
    if(!Enemy.Enabled)
    	Doit = true;
    else if(Enemy.Enabled)
    {
    	if(pPlayer->Team != pMe->Team)//Check for team
    		Doit = true;									
    }
    if(Doit)
    {
    	DWORD COL = 0x00000000; 
    	
    	if(pPlayer->Team == pMe->Team)
    		COL = 0xFF0077FF;
    	else if(pPlayer->Team != pMe->Team && pFX->bSpawnSheild)
    		COL = 0xFFFF7700;
    	else if(pPlayer->Team != pMe->Team && !pFX->bSpawnSheild)
    		COL = 0xFFFF0000;
    								
    	if(Line.Enabled)//LineESP
    	{
    		Formation Trans;//u must use Transform struct: Transform MainTransform;
    		UINT Torso;
    		pLTModel->GetBoneNode(fx->Object,"Torso",Torso);//with it u can select a bone and get the high
    		if(!pLTModel->GetNodeTransform( pFX->Object, Torso, &Trans,  true ))
    		{
    			if(IsVisible(pMe->obj->Position,Trans.Pos) && pPlayer->Team != pMe->Team && !pFX->bSpawnSheild && pFX->IsPlayer)
    				COL = 0xFF00FF00;
    
    			if(D3D.Misc.WorldToScreen(Trans.Pos,&Screen))
    			{
    					D3D.Draw.Line(D3D.Settings.pViewport.Width/2-0.5f,D3D.Settings.pViewport.Height/2-0.5f,Screen.x,Screen.y,1,COL,D3D.Settings.pLine);
    			}
    		}
    	}
    Last edited by kotentopf; 02-18-2011 at 07:29 AM.
    The Internet SHOULD Be Illegal

    When you say
    "Java is a great programming language because it works on all platforms"
    it is just like
    "anal sex is great because it works on all genders"

    Are YOU a Troll?

  3. The Following User Says Thank You to kotentopf For This Useful Post:

    ChanceOfHax (02-18-2011)

  4. #3
    ChanceOfHax's Avatar
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    Quote Originally Posted by kotentopf View Post
    Code:
    CharFX *pFX = (CharFX*)SFXMgr->SFXList[SFXList.Char].List[i];
    				
    if(Hack.Readys.Valid(pFX))
    {
    	PlayerInfo *pPlayer = SearchPlayerByIndex(pFX->Index);
    
    //bla bla bla
    
    bool Doit = false;
    
    if(!Enemy.Enabled)
    	Doit = true;
    else if(Enemy.Enabled)
    {
    	if(pPlayer->Team != pMe->Team)//Check for team
    		Doit = true;									
    }
    if(Doit)
    {
    	DWORD COL = 0x00000000; 
    	
    	if(pPlayer->Team == pMe->Team)
    		COL = 0xFF0077FF;
    	else if(pPlayer->Team != pMe->Team && pFX->bSpawnSheild)
    		COL = 0xFFFF7700;
    	else if(pPlayer->Team != pMe->Team && !pFX->bSpawnSheild)
    		COL = 0xFFFF0000;
    								
    	if(Line.Enabled)//LineESP
    	{
    		Formation Trans;//u must use Transform struct: Transform MainTransform;
    		UINT Torso;
    		pLTModel->GetBoneNode(fx->Object,"Torso",Torso);//with it u can select a bone and get the high
    		if(!pLTModel->GetNodeTransform( pFX->Object, Torso, &Trans,  true ))
    		{
    			if(IsVisible(pMe->obj->Position,Trans.Pos) && pPlayer->Team != pMe->Team && !pFX->bSpawnSheild && pFX->IsPlayer)
    				COL = 0xFF00FF00;
    
    			if(D3D.Misc.WorldToScreen(Trans.Pos,&Screen))
    			{
    					D3D.Draw.Line(D3D.Settings.pViewport.Width/2-0.5f,D3D.Settings.pViewport.Height/2-0.5f,Screen.x,Screen.y,1,COL,D3D.Settings.pLine);
    			}
    		}
    	}


    Thx Kotentopf
    Can u post the SearchPlayerByIndex function instead of PlayerInfo *pPlayer = SearchPlayerByIndex(pFX->Index); plz?

  5. #4
    kotentopf's Avatar
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    Quote Originally Posted by ChanceOfHax View Post
    Thx Kotentopf
    Can u post the SearchPlayerByIndex function instead of PlayerInfo *pPlayer = SearchPlayerByIndex(pFX->Index); plz?
    -.-
    use brain next time:

    Code:
    PlayerInfo *SearchPlayerByIndex(int index)
    {
    	lpGetPlayerByIndex THE;
    	THE = (lpGetPlayerByIndex)Hack.Addresses.GetPlayerbyIndex;
    	for(int i = 0;i<16;i++)
    	{
    		PlayerInfo *pPlayer = THE(Hack.Addresses.ulThis,i,0);
    			
    		if(Hack.Readys.Valid(pPlayer))
    			if(pPlayer->index == index)
    				return pPlayer;
    	}
    	return 0;	
    }
    made by me, but its so simple...
    creditz for GetPlayerByIndex "fatboy88"
    The Internet SHOULD Be Illegal

    When you say
    "Java is a great programming language because it works on all platforms"
    it is just like
    "anal sex is great because it works on all genders"

    Are YOU a Troll?

  6. #5
    ChanceOfHax's Avatar
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    THX ))))))))))))))))))
    I have now another problem. I tried this before:
    [html]pLTModel->GetBoneNode(fx->Object,"Torso",Torso);//with it u can select a bone and get the high
    if(!pLTModel->GetNodeTransform( pFX->Object, Torso, &Trans, true ))[/html]

    It crahes -.- My addys r right. Whats the problem here?

  7. #6
    kotentopf's Avatar
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    Quote Originally Posted by ChanceOfHax View Post
    THX ))))))))))))))))))
    I have now another problem. I tried this before:
    [html]pLTModel->GetBoneNode(fx->Object,"Torso",Torso);//with it u can select a bone and get the high
    if(!pLTModel->GetNodeTransform( pFX->Object, Torso, &Trans, true ))[/html]

    It crahes -.- My addys r right. Whats the problem here?
    im sure this is not the problem
    The Internet SHOULD Be Illegal

    When you say
    "Java is a great programming language because it works on all platforms"
    it is just like
    "anal sex is great because it works on all genders"

    Are YOU a Troll?

  8. #7
    ChanceOfHax's Avatar
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    When i just use this:
    [html]pLTModel->GetBoneNode(fx->Object,"Torso",Torso);[/html]
    It crashes. Without not.
    WHY?!?!?!

  9. #8
    kotentopf's Avatar
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    Quote Originally Posted by ChanceOfHax View Post
    When i just use this:
    [html]pLTModel->GetBoneNode(fx->Object,"Torso",Torso);[/html]
    It crashes. Without not.
    WHY?!?!?!
    u make something other wrong
    for me it works
    wrong pointer?
    The Internet SHOULD Be Illegal

    When you say
    "Java is a great programming language because it works on all platforms"
    it is just like
    "anal sex is great because it works on all genders"

    Are YOU a Troll?

  10. #9
    ChanceOfHax's Avatar
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    Quote Originally Posted by kotentopf View Post
    u make something other wrong
    for me it works
    wrong pointer?
    U have skype or something to help me better?
    PS: IM german. And its right pointer

  11. #10
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    Quote Originally Posted by ChanceOfHax View Post
    U have skype or something to help me better?
    PS: IM german. And its right pointer
    So germans knows how to update pionters

  12. The Following User Says Thank You to whit For This Useful Post:

    Stephen (02-18-2011)

  13. #11
    kotentopf's Avatar
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    Quote Originally Posted by whit View Post


    So germans knows how to update pionters
    we finally know, that his pointer was not correct :P
    The Internet SHOULD Be Illegal

    When you say
    "Java is a great programming language because it works on all platforms"
    it is just like
    "anal sex is great because it works on all genders"

    Are YOU a Troll?

  14. #12
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    Quote Originally Posted by kotentopf View Post
    we finally know, that his pointer was not correct :P
    Well theres yer problem.



    MPGH in 5 words:

    Quote Originally Posted by ZEROProJect View Post
    1 in a million community

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    ^Thanks to RJ^