Thread: ESP Problems

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  1. #1
    affe2626's Avatar
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    ESP Problems

    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.

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  2. #2
    WildAssassinz's Avatar
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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 BunnyHop
    HelixGlow (With Permission from nullptr_t)

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  4. #3
    affe2626's Avatar
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    Quote Originally Posted by WildAssassinz View Post
    It may be your world to screen I haven't looked into the code you posted that much but try DebugOverlay->screenpoint
    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.

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  5. #4
    certmemer's Avatar
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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]
    	}
    }

  6. #5
    affe2626's Avatar
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    Quote Originally Posted by certmemer View Post
    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]
    	}
    }
    Yeah, started on this cheat last summer when I just learned some C++. Haven't had time to change anything so I just had it like that.


    Thanks, I'll try it. And no, it's not the W2S as it works when I take the position with Entity + vecOrigin.

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  7. #6
    certmemer's Avatar
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    you may want to show us how you draw your esp info, maybe your logic is wrong.

  8. #7
    affe2626's Avatar
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    Quote Originally Posted by certmemer View Post
    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
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  9. #8
    DarknzNet's Avatar
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    Thread closed.

    Reason: Solved.
     
    Member since : 08-24-2015

    Premium Member since : 01-19-2016

    Contributor : 02-27-2016 - 11.09.2017

    League of Legends Minion since : 08-24-2016

    Counter Strike: Global Offensive Minion since : 12-29-2016

    Steam Minion since : 02-11-2017

    Resigned : 04-20-2017

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    affe2626 (04-01-2017)

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