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  1. #16
    Goocolax's Avatar
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    Quote Originally Posted by alisonbbzz View Post
    @Goocolax post TWT no DC/Ban
    what are you talking about? please speak clearly lol

    - - - Updated - - -

    Quote Originally Posted by luizimloko View Post
    Based on this article:
    PT-BR ( https://pt.wikipedia.org/wiki/Caixa_...ra_m%C3%ADnima ).
    EN-US ( https://en.wikipedia.org/wiki/Bounding_volume ).



    Dynamic 3D Boxes based on player AABB.

    Code:
    template<class it, class actor>
    void CESPFunctions<it, actor>::AABB3D( void ) const
    {
    	D3DXVECTOR3 vec[ 8 ] { D3DXVECTOR3( 0, 0, 0 ) };
    
    	D3DXVECTOR3 max = this->getEntityIterator( )->getLTObject( )->BoxMax;
    	D3DXVECTOR3 min = this->getEntityIterator( )->getLTObject( )->BoxMin;
    
    	if( pEngine->worldToScreen( min, &vec[ 0 ] ) &&
    	    pEngine->worldToScreen( max, &vec[ 1 ] ) &&
    	    pEngine->worldToScreen( D3DXVECTOR3( max.x, min.y, min.z ), &vec[ 2 ] ) &&
    	    pEngine->worldToScreen( D3DXVECTOR3( min.x, max.y, min.z ), &vec[ 3 ] ) &&
    	    pEngine->worldToScreen( D3DXVECTOR3( min.x, min.y, max.z ), &vec[ 4 ] ) &&
    	    pEngine->worldToScreen( D3DXVECTOR3( min.x, max.y, max.z ), &vec[ 5 ] ) &&
    	    pEngine->worldToScreen( D3DXVECTOR3( max.x, min.y, max.z ), &vec[ 6 ] ) &&
    	    pEngine->worldToScreen( D3DXVECTOR3( max.x, max.y, min.z ), &vec[ 7 ] ) )
    	{
    		pRender->Line( vec[ 0 ].x, vec[ 0 ].y, vec[ 4 ].x, vec[ 4 ].y, Color( dwColor ) );
    		pRender->Line( vec[ 1 ].x, vec[ 1 ].y, vec[ 7 ].x, vec[ 7 ].y, Color( dwColor ) );
    		pRender->Line( vec[ 2 ].x, vec[ 2 ].y, vec[ 6 ].x, vec[ 6 ].y, Color( dwColor ) );
    		pRender->Line( vec[ 3 ].x, vec[ 3 ].y, vec[ 5 ].x, vec[ 5 ].y, Color( dwColor ) );
    
    		pRender->Line( vec[ 0 ].x, vec[ 0 ].y, vec[ 2 ].x, vec[ 2 ].y, Color( dwColor ) );
    		pRender->Line( vec[ 0 ].x, vec[ 0 ].y, vec[ 3 ].x, vec[ 3 ].y, Color( dwColor ) );
    		pRender->Line( vec[ 7 ].x, vec[ 7 ].y, vec[ 2 ].x, vec[ 2 ].y, Color( dwColor ) );
    		pRender->Line( vec[ 7 ].x, vec[ 7 ].y, vec[ 3 ].x, vec[ 3 ].y, Color( dwColor ) );
    
    		pRender->Line( vec[ 1 ].x, vec[ 1 ].y, vec[ 5 ].x, vec[ 5 ].y, Color( dwColor ) );
    		pRender->Line( vec[ 1 ].x, vec[ 1 ].y, vec[ 6 ].x, vec[ 6 ].y, Color( dwColor ) );
    		pRender->Line( vec[ 4 ].x, vec[ 4 ].y, vec[ 5 ].x, vec[ 5 ].y, Color( dwColor ) );
    		pRender->Line( vec[ 4 ].x, vec[ 4 ].y, vec[ 6 ].x, vec[ 6 ].y, Color( dwColor ) );
    	}
    }
    this requires a lot more supporting code, though
    more work for little gain

  2. #17
    alisonbbzz's Avatar
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    sorry, is WTW have souce code? @Goocolax
    Sou aprendiz como todos


  3. #18
    Goocolax's Avatar
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    Quote Originally Posted by alisonbbzz View Post
    sorry, is WTW have souce code? @Goocolax
    sorry, I don't have it anymore, I removed it from my project
    you can search on MPGH though, many methods for it have been released

  4. #19
    vaisefud3's Avatar
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    Quote Originally Posted by Goocolax View Post
    sorry, I don't have it anymore, I removed it from my project
    you can search on MPGH though, many methods for it have been released
    he's just lazy to do another method...

  5. #20
    Goocolax's Avatar
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    Quote Originally Posted by vaisefud3 View Post
    he's just lazy to do another method...
    I doubt the methods he's using is patched anyways, most likely the code is sigged. Too many people pasting it.
    A few junk instructions will do the trick

  6. #21
    vaisefud3's Avatar
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    Quote Originally Posted by Goocolax View Post
    I doubt the methods he's using is patched anyways, most likely the code is sigged. Too many people pasting it.
    A few junk instructions will do the trick
    He doesn't know how to junk it
    Press thanks if I helped

    Xigncode Security:


  7. #22
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    Code:
    void CVisuals::Box3D(LPDIRECT3DDEVICE9 pDevice, D3DCOLOR ESP_Color, LTObject* obj)
    {
    	D3DXVECTOR3 _min = obj->GetBoxMin();
    	D3DXVECTOR3 _max = obj->GetBoxMax();
    
    	D3DXVECTOR3 crnr2 = D3DXVECTOR3(_max.x, _min.y, _min.z);
    	D3DXVECTOR3 crnr3 = D3DXVECTOR3(_max.x, _min.y, _max.z);
    	D3DXVECTOR3 crnr4 = D3DXVECTOR3(_min.x, _min.y, _max.z);
    	D3DXVECTOR3 crnr5 = D3DXVECTOR3(_min.x, _max.y, _max.z);
    	D3DXVECTOR3 crnr6 = D3DXVECTOR3(_min.x, _max.y, _min.z);
    	D3DXVECTOR3 crnr7 = D3DXVECTOR3(_max.x, _max.y, _min.z);
    
    	if (D::WTS(_min, &_min) &&
    		D::WTS(_max, &_max) &&
    		D::WTS(crnr2, &crnr2) &&
    		D::WTS(crnr3, &crnr3) &&
    		D::WTS(crnr4, &crnr4) &&
    		D::WTS(crnr5, &crnr5) &&
    		D::WTS(crnr6, &crnr6) &&
    		D::WTS(crnr7, &crnr7))
    	{
    		D::DrawLine(_min.x, _min.y, crnr2.x, crnr2.y, 1, ESP_Color, pDevice);
    		D::DrawLine(_min.x, _min.y, crnr4.x, crnr4.y, 1, ESP_Color, pDevice);
    		D::DrawLine(_min.x, _min.y, crnr6.x, crnr6.y, 1, ESP_Color, pDevice);
    		D::DrawLine(_max.x, _max.y, crnr5.x, crnr5.y, 1, ESP_Color, pDevice);
    		D::DrawLine(_max.x, _max.y, crnr7.x, crnr7.y, 1, ESP_Color, pDevice);
    		D::DrawLine(_max.x, _max.y, crnr3.x, crnr3.y, 1, ESP_Color, pDevice);
    		D::DrawLine(crnr2.x, crnr2.y, crnr7.x, crnr7.y, 1, ESP_Color, pDevice);
    		D::DrawLine(crnr2.x, crnr2.y, crnr3.x, crnr3.y, 1, ESP_Color, pDevice);
    		D::DrawLine(crnr4.x, crnr4.y, crnr5.x, crnr5.y, 1, ESP_Color, pDevice);
    		D::DrawLine(crnr4.x, crnr4.y, crnr3.x, crnr3.y, 1, ESP_Color, pDevice);
    		D::DrawLine(crnr6.x, crnr6.y, crnr5.x, crnr5.y, 1, ESP_Color, pDevice);
    		D::DrawLine(crnr6.x, crnr6.y, crnr7.x, crnr7.y, 1, ESP_Color, pDevice);
    	}
    }
    void CVisuals::Box2D(LPDIRECT3DDEVICE9 pDevice, D3DCOLOR ESP_Color, LTObject* obj)
    {
            D3DXVECTOR3 min = obj->GetBoxMin();
    	D3DXVECTOR3 max = obj->GetBoxMax();
    
    	D3DXVECTOR3 points[] =
    	{
    		D3DXVECTOR3(min.x, min.y, min.z),
    		D3DXVECTOR3(min.x, max.y, min.z),
    		D3DXVECTOR3(max.x, max.y, min.z),
    		D3DXVECTOR3(max.x, min.y, min.z),
    		D3DXVECTOR3(max.x, max.y, max.z),
    		D3DXVECTOR3(min.x, max.y, max.z),
    		D3DXVECTOR3(min.x, min.y, max.z),
    		D3DXVECTOR3(max.x, min.y, max.z)
    	};
    
    	D3DXVECTOR3 flb;
    	D3DXVECTOR3 brt;
    	D3DXVECTOR3 blb;
    	D3DXVECTOR3 frt;
    	D3DXVECTOR3 frb;
    	D3DXVECTOR3 brb;
    	D3DXVECTOR3 blt;
    	D3DXVECTOR3 flt;
    
    	if (D::WTS(points[3], &flb) && D::WTS(points[5], &brt) &&
    		D::WTS(points[0], &blb) && D::WTS(points[4], &frt) &&
    		D::WTS(points[2], &frb) && D::WTS(points[1], &brb) &&
    		D::WTS(points[6], &blt) && D::WTS(points[7], &flt))
    	{
    		D3DXVECTOR3 arr[] = { flb, brt, blb, frt, frb, brb, blt, flt };
    
    		float left = flb.x;		// left
    		float top = flb.y;		// top
    		float right = flb.x;	// right
    		float bottom = flb.y;	// bottom
    
    		for (int i = 1; i < 8; i++)
    		{
    			if (left > arr[i].x)
    				left = arr[i].x;
    			if (top < arr[i].y)
    				top = arr[i].y;
    			if (right < arr[i].x)
    				right = arr[i].x;
    			if (bottom > arr[i].y)
    				bottom = arr[i].y;
    		}
    
    		D::DrawLine(left, bottom, left, top, 1, ESP_Color, I::pDevice);
    		D::DrawLine(left, top, right, top, 1, ESP_Color, I::pDevice);
    		D::DrawLine(right, top, right, bottom, 1, ESP_Color, I::pDevice);
    		D::DrawLine(right, bottom, left, bottom, 1, ESP_Color, I::pDevice);
    	}
    }
    Credits :: smallC & dude719 from UC
    Last edited by jayjay153; 02-10-2019 at 07:38 PM.

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  9. #23
    uNdExEd_CheAtEr's Avatar
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    please guys, give credits to real author of this code s0beit.

  10. #24
    Goocolax's Avatar
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    Quote Originally Posted by uNdExEd_CheAtEr View Post
    please guys, give credits to real author of this code s0beit.
    s0beit did not create this.

    I got the original 3d box from iFlux but noticed the dimensions were wrong. It was taller than standing players and dwarfed crouching players. I wrote some code to automatically calculate box height, cleaned up his code a bit, and released this.

    I gave credit where credit is due, and claiming I created no part of it? Honestly, fuck off.

  11. #25
    uNdExEd_CheAtEr's Avatar
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    Quote Originally Posted by Goocolax View Post
    s0beit did not create this.

    I got the original 3d box from iFlux but noticed the dimensions were wrong. It was taller than standing players and dwarfed crouching players. I wrote some code to automatically calculate box height, cleaned up his code a bit, and released this.

    I gave credit where credit is due, and claiming I created no part of it? Honestly, fuck off.
    not talking about you, but from jayjay153 and luizimloko post.

  12. #26
    Goocolax's Avatar
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    Quote Originally Posted by uNdExEd_CheAtEr View Post
    not talking about you, but from jayjay153 and luizimloko post.
    ohhhh my bad
    i apologize

  13. #27
    luizimloko's Avatar
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    Quote Originally Posted by uNdExEd_CheAtEr View Post
    not talking about you, but from jayjay153 and luizimloko post.
    There's only some way to reach a goal ?, i'm not using s0beit's code, this code i adapted from my Warface source.

    ptbr:

    Em computação existe somente uma forma de se chegar em um objetivo ? eu não usei o código fonte do s0beit, neste caso eu adaptei do meu código fonte do Warface. Outro ponto a se observar é que em nenhum momento eu disse que "Criei" essa funcionalidade, só anexei á postagem onde existe a informação relacionada ao código.

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  15. #28
    AkChen's Avatar
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    Word2Screen

    Quote Originally Posted by luizimloko View Post
    Based on this article:
    PT-BR ( https://pt.wikipedia.org/wiki/Caixa_...ra_m%C3%ADnima ).
    EN-US ( https://en.wikipedia.org/wiki/Bounding_volume ).



    Dynamic 3D Boxes based on player AABB.

    Code:
    template<class it, class actor>
    void CESPFunctions<it, actor>::AABB3D( void ) const
    {
    	D3DXVECTOR3 vec[ 8 ] { D3DXVECTOR3( 0, 0, 0 ) };
    
    	D3DXVECTOR3 max = this->getEntityIterator( )->getLTObject( )->BoxMax;
    	D3DXVECTOR3 min = this->getEntityIterator( )->getLTObject( )->BoxMin;
    
    	if( pEngine->worldToScreen( min, &vec[ 0 ] ) &&
    	    pEngine->worldToScreen( max, &vec[ 1 ] ) &&
    	    pEngine->worldToScreen( D3DXVECTOR3( max.x, min.y, min.z ), &vec[ 2 ] ) &&
    	    pEngine->worldToScreen( D3DXVECTOR3( min.x, max.y, min.z ), &vec[ 3 ] ) &&
    	    pEngine->worldToScreen( D3DXVECTOR3( min.x, min.y, max.z ), &vec[ 4 ] ) &&
    	    pEngine->worldToScreen( D3DXVECTOR3( min.x, max.y, max.z ), &vec[ 5 ] ) &&
    	    pEngine->worldToScreen( D3DXVECTOR3( max.x, min.y, max.z ), &vec[ 6 ] ) &&
    	    pEngine->worldToScreen( D3DXVECTOR3( max.x, max.y, min.z ), &vec[ 7 ] ) )
    	{
    		pRender->Line( vec[ 0 ].x, vec[ 0 ].y, vec[ 4 ].x, vec[ 4 ].y, Color( dwColor ) );
    		pRender->Line( vec[ 1 ].x, vec[ 1 ].y, vec[ 7 ].x, vec[ 7 ].y, Color( dwColor ) );
    		pRender->Line( vec[ 2 ].x, vec[ 2 ].y, vec[ 6 ].x, vec[ 6 ].y, Color( dwColor ) );
    		pRender->Line( vec[ 3 ].x, vec[ 3 ].y, vec[ 5 ].x, vec[ 5 ].y, Color( dwColor ) );
    
    		pRender->Line( vec[ 0 ].x, vec[ 0 ].y, vec[ 2 ].x, vec[ 2 ].y, Color( dwColor ) );
    		pRender->Line( vec[ 0 ].x, vec[ 0 ].y, vec[ 3 ].x, vec[ 3 ].y, Color( dwColor ) );
    		pRender->Line( vec[ 7 ].x, vec[ 7 ].y, vec[ 2 ].x, vec[ 2 ].y, Color( dwColor ) );
    		pRender->Line( vec[ 7 ].x, vec[ 7 ].y, vec[ 3 ].x, vec[ 3 ].y, Color( dwColor ) );
    
    		pRender->Line( vec[ 1 ].x, vec[ 1 ].y, vec[ 5 ].x, vec[ 5 ].y, Color( dwColor ) );
    		pRender->Line( vec[ 1 ].x, vec[ 1 ].y, vec[ 6 ].x, vec[ 6 ].y, Color( dwColor ) );
    		pRender->Line( vec[ 4 ].x, vec[ 4 ].y, vec[ 5 ].x, vec[ 5 ].y, Color( dwColor ) );
    		pRender->Line( vec[ 4 ].x, vec[ 4 ].y, vec[ 6 ].x, vec[ 6 ].y, Color( dwColor ) );
    	}
    }
    So how to transform the world postion to the screen position ,bro. such as 'pEngine->worldToScreen'. Is it the engine's function?

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  17. #29
    I love myself
    나도 너를 사랑해

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    Quote Originally Posted by AkChen View Post
    So how to transform the world postion to the screen position ,bro. such as 'pEngine->worldToScreen'. Is it the engine's function?
    There's an engine function of worldtoscreen, or use can just create your own function, both works.

  18. #30
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    can I ask a very simple question?How the 'world2screen' works?

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