It may be your world to screen I haven't looked into the code you posted that much but try DebugOverlay->screenpoint
Hey, I'm having some weird issues with my ESP. I have no idea what it can be so I'll share a video and some code.
EDIT: It was my CBaseEntity::Position function that was wrong (works for aimbot tho).
Can someone tell me what's wrong with it?
Code:Vector3 CBaseEntity::Position(int Bone) { if (this->ReadBoneMatrix()) { Vector3 Pos; Pos.Init(); Pos.x = *(float*)((DWORD)this->BoneMatrix + 0x30 * Bone + 0x0C); Pos.z = *(float*)((DWORD)this->BoneMatrix + 0x30 * Bone + 0x1C); Pos.y = *(float*)((DWORD)this->BoneMatrix + 0x30 * Bone + 0x2C); return Pos; } }Code:DWORD CBaseEntity::ReadBoneMatrix() { this->BoneMatrix = *(DWORD*)((DWORD)this->Base + Offsets::m_dwBoneMatrix); return this->BoneMatrix; }
Last edited by affe2626; 04-01-2017 at 07:24 AM.
Always PM me when trading, I've been hacked on my Skype previously
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It may be your world to screen I haven't looked into the code you posted that much but try DebugOverlay->screenpoint
Current Projects:TurtleCheat GlowESP BunnyHopHelixGlow (With Permission from nullptr_t)
affe2626 (04-01-2017)
Gonna check that, you know what the current index is?
Tried it, I still have the same problem. Do you think the CEntity::Position() is wrong? It works for the aimbot so it'd probably not be it but maybe?
Code:Vector3 CBaseEntity::Position(int Bone) { if (this->ReadBoneMatrix()) { Vector3 Pos; Pos.Init(); Pos.x = *(float*)((DWORD)this->BoneMatrix + 0x30 * Bone + 0x0C); Pos.z = *(float*)((DWORD)this->BoneMatrix + 0x30 * Bone + 0x1C); Pos.y = *(float*)((DWORD)this->BoneMatrix + 0x30 * Bone + 0x2C); return Pos; } }Code:DWORD CBaseEntity::ReadBoneMatrix() { this->BoneMatrix = *(DWORD*)((DWORD)this->Base + Offsets::m_dwBoneMatrix); return this->BoneMatrix; }
Last edited by affe2626; 04-01-2017 at 07:07 AM.
Always PM me when trading, I've been hacked on my Skype previously
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its your w2s. also, stop reading memory like you would in externals, its dumb and you won't get anywhere with that.
some paste for setupbones, you should use that.
Code:Vector CBaseEntity::GetBonePosition( int iBone ) { matrix3x4_t boneMatrixes[128]; if ( this->SetupBones( boneMatrixes, 128, 0x100, 0 ) ) { matrix3x4_t boneMatrix = boneMatrixes[iBone]; return Vector( boneMatrix.m_flMatVal[0][3], boneMatrix.m_flMatVal[1][3], boneMatrix.m_flMatVal[2][3] ); } else return Vector( 0, 0, 0 ); } bool CBaseEntity::SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime ) { __asm { mov edi, this lea ecx, dword ptr ds : [edi + 0x4] mov edx, dword ptr ds : [ecx] push currentTime push boneMask push nMaxBones push pBoneToWorldOut call dword ptr ds : [edx + 0x34] } }
Always PM me when trading, I've been hacked on my Skype previously
[img]https://**********.com/addskype/affe2626.png[/img]
you may want to show us how you draw your esp info, maybe your logic is wrong.
Nah, everything's working now except my way of getting the position of an enemy with the bonematrix, your way crashed my game but I'll test it and see if I can get it working. If I use the vecOrigin offset then my ESP is fine.
So basically, my problem is "kinda solved" but now I want to know why my CBaseEntity::Position isn't working or if I can get a working function.
- - - Updated - - -
Got it working, close this. @gerassss @Royce, @DarknzNet
Last edited by affe2626; 04-01-2017 at 10:07 AM.
Always PM me when trading, I've been hacked on my Skype previously
[img]https://**********.com/addskype/affe2626.png[/img]
Thread closed.
Reason: Solved.
affe2626 (04-01-2017)