QuestionESP

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ESP
Hello Coder ,
Now I Release ESP Code For PointBlank ^^
Compile in your base

ESP.h
Code:
#define NAMESIZE 0x21
#define OFS_NAMES 0x5D2C
#define OFS_HEALTH	 0x344
#define HPSIZE	 0x1C
#define MAXPLAYERS	 16
#define PLAYERSIZE	 0x11A8
#define OFS_BASEPLAYER	0x631A58
#define OFS_PLAYER	 0x74BC
#define OFS_TEAM	 0x6150
#define OFS_RDATA	 0x189080


#define OFS_Grade 0x5AD1
#define GradeSIZE 0x26



CHAR FrameRate[20] = "[+]";


DWORD dwGFX	 = (DWORD)GetModuleHandle("i3GfxDx.dll");
RenderContext *pRC	 = (RenderContext*)(dwGFX + OFS_RDATA);



bool WorldToScreen(D3DVECTOR Player,D3DVECTOR &PlayerScaled)
{	
D3DXVECTOR3 PlayerPos(Player.x,Player.y,Player.z);
D3DXMATRIX identity;
D3DXVECTOR3 vScreen;

npDevice->GetViewport(&g_ViewPort);
g_ViewPort.X = g_ViewPort.Y = 0;
g_ViewPort.MinZ = 0;
g_ViewPort.MaxZ = 1;
D3DXVec3Project(&vScreen, &PlayerPos, &g_ViewPort, &pRC->pRenderData->ProjMatrix, &pRC->pRenderData->ViewMatrix, &pRC->pRenderData->GetWorldMatrix);

if (vScreen.z < 1.0f && vScreen.x > 0.0f && vScreen.y > 0.0f && vScreen.x < g_ViewPort.Width && vScreen.y < g_ViewPort.Height)
{
PlayerScaled.x = vScreen.x;
PlayerScaled.y = vScreen.y ;
PlayerScaled.z = vScreen.z;

return true; 
}
return false;
}





void FillRGB( float x, float y, float w, float h, D3DCOLOR color)
{
if( w < 0 )w = 1;
if( h < 0 )h = 1;
if( x < 0 )x = 1;
if( y < 0 )y = 1;

D3DRECT rec = { x, y, x + w, y + h };
npDevice->Clear( 1, &rec, D3DCLEAR_TARGET, color, 0, 0 );
}




void DrawBox1(float x, float y, float w, float h, D3DCOLOR color )
{
D3DRECT rec;
rec.x1 = x;
rec.x2 = x + w;
rec.y1 = y;
rec.y2 = y + h;
npDevice->Clear( 1, &rec, D3DCLEAR_TARGET, color, 0, 0 );
}





void DrawString(float x, float y , DWORD color, const char *fmt, ...)
{
RECT FontPos = { x, y, x + 20, y + 10 };
char buf[1024] = {'\0'};
va_list va_alist;
va_start(va_alist, fmt);
vsprintf(buf, fmt, va_alist);
va_end(va_alist);
g_pFont->DrawText(NULL, buf, -1, &FontPos, DT_NOCLIP, color);
}



D3DVECTOR HeadPos;
D3DVECTOR FootPos;
D3DVECTOR ScreenPos;



#define BLACK	 D3DCOLOR_ARGB(150, 000, 000, 000)
#define WHITE	 D3DCOLOR_ARGB(255, 255, 255, 255)
#define RED	 D3DCOLOR_ARGB(255, 255, 000, 000)
#define GREEN	 D3DCOLOR_ARGB(255, 000, 255, 000)
#define YELLOW	 D3DCOLOR_ARGB(255, 255, 255, 000) 
#define BLUE	 D3DCOLOR_ARGB(255, 000, 000, 255) 
#define SKYBLUE	 D3DCOLOR_ARGB(255, 0, 180, 255)
#define RED2	 D3DCOLOR_ARGB(100, 255, 000, 000)



void DrawBorder( float x, float y, float w, float h, int px, float Health)
{
DWORD HPcol = GREEN;
if (Health < 90 )HPcol = BLUE;
if (Health < 70 )HPcol = SKYBLUE;
if (Health < 50 )HPcol = YELLOW;
if (Health < 30) HPcol = RED;
if (Health < 10) HPcol = RED2;
if (Health = 0) HPcol = BLACK;
FillRGB( x, (y + h - px), w, px, HPcol);
FillRGB( x, y, px, h, HPcol);
FillRGB( x, y, w, px, HPcol);
FillRGB( (x + w - px), y, px, h, HPcol);	
}


void FillRGB3( int x, int y, int w, int h, D3DCOLOR color, IDirect3DDevice9* pDevice )
{
if( w < 0 )w = 1;
if( h < 0 )h = 1;
if( x < 0 )x = 1;
if( y < 0 )y = 1;

D3DRECT rec = { x, y, x + w, y + h };
pDevice->Clear( 1, &rec, D3DCLEAR_TARGET, color, 0, 0 );
}



void DrawBorder333( int x, int y, int w, int h, int px, D3DCOLOR BorderColor, IDirect3DDevice9* pDevice )
{
FillRGB3( x, (y + h - px), w, px, BorderColor, pDevice );
FillRGB3( x, y, px, h, BorderColor, pDevice );
FillRGB3( x, y, w, px, BorderColor, pDevice );
FillRGB3( (x + w - px), y, px, h, BorderColor, pDevice );
}





void Healthbar(int x, int y, float Health)
{
DWORD HPcol = GREEN;
if (Health < 90 )HPcol = BLUE;
if (Health < 70 )HPcol = SKYBLUE;
if (Health < 50 )HPcol = YELLOW;
if (Health < 30) HPcol = RED;
if (Health < 10) HPcol = RED2;
DrawBorder333(x-1,y-1,50,6,1,BLACK,npDevice);
FillRGB3(x,y,Health/2,4,HPcol,npDevice);
}


void DrawRectangle(float x, float y, float w, int h)
{
D3DXVECTOR2 vLine1[2];
D3DXVECTOR2 vLine2[2];
D3DXVECTOR2 vLine3[2];
D3DXVECTOR2 vLine4[2];
vLine1[0].x = x; 
vLine1[0].y = y; 
vLine1[1].x = x; 
vLine1[1].y = y+h;
vLine2[0].x = x+w; 
vLine2[0].y = y; 
vLine2[1].x = x+w; 
vLine2[1].y = y+h;
vLine3[0].x = x; 
vLine3[0].y = y; 
vLine3[1].x = x+w; 
vLine3[1].y = y;
vLine4[0].x = x; 
vLine4[0].y = y+h; 
vLine4[1].x = x+w; 
vLine4[1].y = y+h;
g_pLine->SetWidth(2);
g_pLine->SetAntialias(false);
g_pLine->SetGLLines(false);
g_pLine->Begin();
g_pLine->Draw(vLine1, 2, 0xFF0000FF);
g_pLine->Draw(vLine2, 2, 0xFF0000FF);
g_pLine->Draw(vLine3, 2, 0xFF0000FF);
g_pLine->Draw(vLine4, 2, 0xFF0000FF);
g_pLine->End();

}

void DrawLine ( long Xa, long Ya, long Xb, long Yb, DWORD dwWidth, float Health)
{	
DWORD HPcol = GREEN; // Deklarasi Health Protection Color 
if (Health < 90 )HPcol = BLUE; // Jika HP Di Bawah 90 = Color
if (Health < 70 )HPcol = SKYBLUE; // Jika HP Di Bawah 70 = Color
if (Health < 50 )HPcol = YELLOW; // Jika HP Di Bawah 50 = Color
if (Health < 30) HPcol = RED; // Jika HP Di Bawah 30 = Color
if (Health < 10) HPcol = RED2; // Jika HP Di Bawah 10 = Color
if (Health = 0) HPcol = BLACK; // Jika HP Di Bawah 10 = Color
D3DXVECTOR2 vLine[ 2 ]; // 2 Poin
g_pLine->SetAntialias( 0 ); // Set Tepi
g_pLine->SetWidth( dwWidth ); // Lebar Dari Line
g_pLine->Begin();
vLine[ 0 ][ 0 ] = Xa; // Jadikan Point Menjadi Array
vLine[ 0 ][ 1 ] = Ya;
vLine[ 1 ][ 0 ] = Xb;
vLine[ 1 ][ 1 ] = Yb;
g_pLine->Draw( vLine, 2, HPcol ); // Draw Garis , Jumlah Garis , Warna Garis 
g_pLine->End(); // Selesai
}


ID3DXLine *pLine; //Deklarasi pLine


void Draw3DBox(float x_bottom_left, float y_bottom_left, float x_bottom_right, float y_bottom_right, float x_top_left, float y_top_left, float x_top_right, float y_top_right, float x_forward_bottom_left, float y_forward_bottom_left, float x_forward_bottom_right, float y_forward_bottom_right, float x_forward_top_left, float y_forward_top_left, float x_forward_top_right, float y_forward_top_right, int a, int r, int g, int b)
{
if(!IsBadReadPtr(pLine, sizeof(ID3DXLine)))
{
D3DXVECTOR2 vLine1[2];
D3DXVECTOR2 vLine2[2];
D3DXVECTOR2 vLine3[2];
D3DXVECTOR2 vLine4[2];
D3DXVECTOR2 vLine5[2];
D3DXVECTOR2 vLine6[2];
D3DXVECTOR2 vLine7[2];
D3DXVECTOR2 vLine8[2];
D3DXVECTOR2 vLine9[2];
D3DXVECTOR2 vLine10[2];
D3DXVECTOR2 vLine11[2];
D3DXVECTOR2 vLine12[2];

float t=1;
pLine->SetWidth( t );
pLine->SetAntialias( false ); 
pLine->SetGLLines( false );

//bottom left to bottom right
vLine1[0].x = x_bottom_left; 
vLine1[0].y = y_bottom_left; 
vLine1[1].x = x_bottom_left+(x_bottom_right-x_bottom_left); 
vLine1[1].y = y_bottom_left;

//bottom left to top left
vLine2[0].x = x_top_left; 
vLine2[0].y = y_top_left;
vLine2[1].x = x_top_left; 
vLine2[1].y = y_top_left+(y_bottom_left-y_top_left);

//bottom right to top right
vLine3[0].x = x_top_right; 
vLine3[0].y = y_top_right; 
vLine3[1].x = x_top_right; 
vLine3[1].y = y_top_right+(y_bottom_right-y_top_right);

//top left to top right
vLine4[0].x = x_top_left; 
vLine4[0].y = y_top_left;
vLine4[1].x = x_top_left+(x_top_right-x_top_left); 
vLine4[1].y = y_top_left;

//from top left to top left forward
vLine5[0].x = x_top_left; 
vLine5[0].y = y_top_left;
vLine5[1].x = x_top_left+(x_forward_top_left-x_top_left);
vLine5[1].y = y_top_left+(y_forward_top_left-y_top_left);

//from bottom left to bottom left forward
vLine6[0].x = x_bottom_left; 
vLine6[0].y = y_bottom_left;
vLine6[1].x = x_bottom_left+(x_forward_bottom_left-x_bottom_left);//
vLine6[1].y = y_bottom_left+(y_forward_bottom_left-y_bottom_left);//

//from bottom right to bottom right forward
vLine7[0].x = x_bottom_right; 
vLine7[0].y = y_bottom_right;
vLine7[1].x = x_bottom_right+(x_forward_bottom_right-x_bottom_right);//
vLine7[1].y = y_bottom_right+(y_forward_bottom_right-y_bottom_right);//

//from top right to top right forward
vLine8[0].x = x_top_right; 
vLine8[0].y = y_top_right;
vLine8[1].x = x_top_right+(x_forward_top_right-x_top_right);//
vLine8[1].y = y_top_right+(y_forward_top_right-y_top_right);//

//bottom left forward to bottom right forward
vLine9[0].x = x_forward_bottom_left; 
vLine9[0].y = y_forward_bottom_left; 
vLine9[1].x = x_forward_bottom_left+(x_forward_bottom_right-x_forward_bottom_left); 
vLine9[1].y = y_forward_bottom_left;

//bottom left forward to top left forward
vLine10[0].x = x_forward_top_left; 
vLine10[0].y = y_forward_top_left;
vLine10[1].x = x_forward_top_left; 
vLine10[1].y = y_forward_top_left+(y_forward_bottom_left-y_forward_top_left);

//bottom right forward to top right forward
vLine11[0].x = x_forward_top_right; 
vLine11[0].y = y_forward_top_right; 
vLine11[1].x = x_forward_top_right; 
vLine11[1].y = y_forward_top_right+(y_forward_bottom_right-y_forward_top_right);

//top left forward to top right forward
vLine12[0].x = x_forward_top_left; 
vLine12[0].y = y_forward_top_left;
vLine12[1].x = x_forward_top_left+(x_forward_top_right-x_forward_top_left); 
vLine12[1].y = y_forward_top_left;

pLine->Begin( );
pLine->Draw( vLine1, 2, D3DCOLOR_ARGB(a, r, g, b ) );
pLine->Draw( vLine2, 2, D3DCOLOR_ARGB(a, r, g, b ) );
pLine->Draw( vLine3, 2, D3DCOLOR_ARGB(a, r, g, b ) );
pLine->Draw( vLine4, 2, D3DCOLOR_ARGB(a, r, g, b ) );
pLine->Draw( vLine5, 2, D3DCOLOR_ARGB(a, r, g, b ) );
pLine->Draw( vLine6, 2, D3DCOLOR_ARGB(a, r, g, b ) );
pLine->Draw( vLine7, 2, D3DCOLOR_ARGB(a, r, g, b ) );
pLine->Draw( vLine8, 2, D3DCOLOR_ARGB(a, r, g, b ) );
pLine->Draw( vLine9, 2, D3DCOLOR_ARGB(a, r, g, b ) );
pLine->Draw( vLine10, 2, D3DCOLOR_ARGB(a, r, g, b ) );
pLine->Draw( vLine11, 2, D3DCOLOR_ARGB(a, r, g, b ) );
pLine->Draw( vLine12, 2, D3DCOLOR_ARGB(a, r, g, b ) );
pLine->End( );
}
}


/*void DrawHealthbar(int x, int y, int w, int h, D3DCOLOR barCol, D3DCOLOR borCol, int hp, int maxhp)
{
FillRGB(x, y, ( hp / (double)maxhp ) * w, h, barCol, pDevice);
DrawBorder(x, y, w, h, Green, Green);
}*/


static char FinalString[260];
#define OFS_BASEPLAYER2 0x631A24

char dis[64];


DWORD dwPointer;
D3DXMATRIX ProjMatrix, World, ViewMatrix;//Place At Top Of Your Source Code
bool DxInit = false;


float FindDistance(D3DXVECTOR3 my,D3DXVECTOR3 other,CPlayers* pPlayer,CPlayers* pLocal)
{
return sqrt((pLocal->pos.x-pPlayer->pos.x)*(pLocal->pos.x-pPlayer->pos.x) + (pLocal->pos.y-pPlayer->pos.y)*(pLocal->pos.y-pPlayer->pos.y) + (pLocal->pos.z-pPlayer->pos.z)*(pLocal->pos.z-pPlayer->pos.z));
}

void DrawESP()
{

DWORD dwI3EXEC	 = (DWORD)GetModuleHandle("PointBlank.exe");
unsigned long dwBase	= *(DWORD*)(dwI3EXEC + OFS_BASEPLAYER);
unsigned long dwBase2	= *(DWORD*)(dwI3EXEC + OFS_BASEPLAYER2);
CTeam	 *pTeam	 = ((CTeam*)(dwBase + OFS_TEAM)); 

D3DVECTOR ScreenPos;


for (int i = 0; i <= 16; i++)
{
CPlayers	*pPlayer	= (CPlayers*)((dwBase + OFS_PLAYER) + i * PLAYERSIZE);
CPlayers	*pLocal	 = (CPlayers*)((dwBase + OFS_PLAYER) + pTeam->iTeam * PLAYERSIZE);
CNames *PNames = (CNames*) ((dwBase + OFS_NAMES) + NAMESIZE * i);
CGrade *PGrade = (CGrade*) ((dwBase + OFS_Grade) + GradeSIZE * i);
CHealth	 *pHealth	= (CHealth*) ((dwBase2+ OFS_HEALTH) + i * HPSIZE);
HeadPos.x	=	pPlayer->pos.x;
HeadPos.y	=	1.5f + pPlayer->pos.y;
HeadPos.z	=	pPlayer->pos.z;
FootPos.x	=	pPlayer->pos.x;
FootPos.y	=	pPlayer->pos.y;
FootPos.z	=	pPlayer->pos.z;
D3DXVECTOR3 xDistance	=	pPlayer->pos - pLocal->pos;
D3DXVECTOR3 MyDistance	=	pLocal->pos - pPlayer->pos;
float xaDistance	= D3DXVec3Length(&xDistance );
float MyaDistance	= D3DXVec3Length(&MyDistance );

if (WorldToScreen(pPlayer->pos,ScreenPos))
{	

if(pHealth->CurHP > 1)
{

if (esphp == 1)
{
Healthbar((int)ScreenPos.x-23,(int)ScreenPos.y+15,pHealth->CurHP);
}

if (ESPHack == 1)
{
DrawBorder(ScreenPos.x-(10000/MyaDistance)/40,ScreenPos.y-(35000/MyaDistance)/40,50000/MyaDistance/6*2/40,50000/MyaDistance/3*2/40,1,pHealth->CurHP);
}

if(LineESP == 1)
{
DrawLine(ScreenCenterX,ScreenCenterY+550,ScreenPos.x-10,ScreenPos.y+20,1,pHealth->CurHP);	
}

if (DrawStringESP == 1)
{
DrawString(ScreenPos.x+10,ScreenPos.y-25,WHITE,"Name : [%s]",PNames->szNames);
}


if (HealthBarDD == 1)
{
DrawString(ScreenPos.x+10,ScreenPos.y-35,YELLOW,"Clan : [%s] ",PGrade->szGrade);
}


}
}
}
}
ClassESP :
Code:
#include <windows.h>
#include <stdio.h>
#include <string>
#include <d3d9.h>
#include <d3dx9.h>
#include <tchar.h>
#include <iostream>
#include <d3dx9math.h>
#include <fstream>
#include <time.h>
#include <vector>
#include <math.h>
#include <fstream>
#include <cmath>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")

class RenderContext;
class RenderData;
class CPlayers;
class CTeam;

class CPlayers
{
public:
float yaw;
float pitch;
D3DXVECTOR3 pos;
char unkno8[2704];
};

struct CNames
{
char szNames[33];//21
};


struct CGrade
{
char szGrade[33];//21
};


class RenderContext
{
public:
RenderData* pRenderData; 
char unknown4[1076];
D3DXVECTOR3 bone;
D3DXVECTOR3 bone1;
D3DXVECTOR3 bone2;
};

class _Object
{
public:
char Pad[4];
D3DXVECTOR3 origin;
};


struct CHealth
{
float CurHP;
};


struct DHealth
{
char STRHP;
};


class RenderData
{
public:
char unknown0[2400];
D3DXMATRIX ViewMatrix;
D3DXMATRIX ProjMatrix;
D3DXMATRIX GetWorldMatrix; 
D3DXMATRIX WorldView[80];
};

class CTeam
{
public:
BYTE iTeam;
};
Don't Forget Click Thank's ^^
Credit For Owner ....
good... nice job......
do you have any for the american project blackout?
yeah do u have any for BPlackout?
or they have different structures?
@Lehsyrus could really use this if we got it

It can get this section active again.
@Royce

yes i have , Hack For PBlackout,
and my base D3D compatible on any PB (Expcept PBTH) ...
Quote Originally Posted by Devata25 View Post
@Royce

yes i have , Hack For PBlackout,
and my base D3D compatible on any PB (Expcept PBTH) ...
release it, It would really push you up in the coder ranks
@Royce

ok right sir ,, but i need time to build it ^^ ..
Quote Originally Posted by Devata25 View Post
@Royce

ok right sir ,, but i need time to build it ^^ ..
lool ok we all will wait
Quote Originally Posted by Devata25 View Post
@Royce

ok right sir ,, but i need time to build it ^^ ..
hey take your time, No need to be in a rush
hahaa .. I like it bro. : D

This hack me: D

Quote Originally Posted by fikri1945 View Post
hahaa .. I like it bro. : D

This hack me: D

You made that with this code?
got it built, but not seems to work for me, probably mine is "pblackout.exe". the base address could be different and the classes info as well...

btw, you leeched it from someone else. he was the original coder.
hahahaha this codes very famous in indo, leak from other hardwork, every noob claim himself the author, i know who codes this stuff he remains unknown by public till now. @Devata25: how you write those classes? by magic?
lol, btw, the new project blackout classes are not the same as he wrote there after i reverse.
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