bollza111 (01-19-2011)
Hi, here is a source code for a bfbc2 esp, it may be detected by pb here it is :
[PHP]BOOL CBFBC2Engine::WorldToScreen( Engine::FVector4 *From, Engine::FVector4 *To )
{
if( From == NULL || To == NULL )
return FALSE;
if( Engine::IGameRender::Get() == NULL )
return FALSE;
if( Engine::IGameRender::Get()->GetRef() == NULL )
return FALSE;
float CX = static_cast< float >( Engine::IRender::Get()->ScreenW_1 ) / 2.f;
float CY = static_cast< float >( Engine::IRender::Get()->ScreenH_1 ) / 2.f;
Engine::FMatrix ScreenTransform = Engine::IGameRender::Get()->WorldTransform;
D3DXMATRIX ScreenTransformMatrix(
ScreenTransform.One.x,
ScreenTransform.One.y,
ScreenTransform.One.z,
ScreenTransform.One.w,
ScreenTransform.Two.x,
ScreenTransform.Two.y,
ScreenTransform.Two.z,
ScreenTransform.Two.w,
ScreenTransform.Three.x,
ScreenTransform.Three.y,
ScreenTransform.Three.z,
ScreenTransform.Three.w,
ScreenTransform.Four.x,
ScreenTransform.Four.y,
ScreenTransform.Four.z,
ScreenTransform.Four.w );
// Engine::FVector4 Origin( From->x, From->z, From->y, 1.0f );
Engine::FVector4 Origin = (*From);
float W =
ScreenTransformMatrix.m[0][3] * Origin.x +
ScreenTransformMatrix.m[1][3] * Origin.y +
ScreenTransformMatrix.m[2][3] * Origin.z +
ScreenTransformMatrix.m[3][3];
if( W < 0.0001f )
{
To->z = W;
return FALSE;
}
float X =
ScreenTransformMatrix.m[0][0] * Origin.x +
ScreenTransformMatrix.m[1][0] * Origin.y +
ScreenTransformMatrix.m[2][0] * Origin.z +
ScreenTransformMatrix.m[3][0];
float Y =
ScreenTransformMatrix.m[0][1] * Origin.x +
ScreenTransformMatrix.m[1][1] * Origin.y +
ScreenTransformMatrix.m[2][1] * Origin.z +
ScreenTransformMatrix.m[3][1];
To->x = CX + CX * X / W;
To->y = CY - CY * Y / W;
To->z = W;
return TRUE;
}
[/PHP]
Result:
Credits:
Mattdog.
I Am on this site for the mods for mw2 ONLY. Not hacks.
bollza111 (01-19-2011)
wish i knew c++
then this would rock
Nice release, very useful
Knowledge is not power, rather applied knowledge is power.
Who Is John Gault?
Nice Find.
Thanks.