ZM ESP Error

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ZM ESP Error
i was checked health and Dead but it just work in any AI bot, Please help me, thanks very much
Quote Originally Posted by CaiozinhoFC1 View Post
check isAlive in the struct
i was checked but still not work, i dont know my struct have wrong?? can you share me your struct ??

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Quote Originally Posted by alisonbbzz View Post
Get-Bones bro
how can i get it ?
Quote Originally Posted by jaykii View Post
i was checked but still not work, i dont know my struct have wrong?? can you share me your struct ??

- - - Updated - - -



how can i get it ?
Code:
void			CVisuals::DrawSkeleton(ModelInstance* hObj, D3DCOLOR ESP_Color)
{
	if (!hObj && !(*(DWORD*)hObj))
		return;

	if (!P::get()->g_pModelLT)
		return;

	HMODELNODE hCurNode = INVALID_MODEL_NODE;
	while (P::get()->g_pModelLT->GetNextNode(hObj, hCurNode, hCurNode) == LT_OK)
	{
		unsigned int ChildNodeCount = 0;
		if (P::get()->g_pModelLT->GetNumChildren(hObj, hCurNode, ChildNodeCount) == LT_OK)
		{
			for (uint32 i = 0; i < ChildNodeCount; ++i)
			{
				HMODELNODE hChildNode = INVALID_MODEL_NODE;
				if (P::get()->g_pModelLT->GetChild(hObj, hCurNode, i, hChildNode) == LT_OK)
				{
					unsigned int parents = 0;
					if (P::get()->g_pModelLT->GetParent(hObj, hChildNode, parents) == LT_OK)
					{
						//U::tWritelog("ChildNodeCountID: %d  ChildNode: %d  Parent: %d ", i, hChildNode, parents);

						D3DXVECTOR3 StartPos, EndPos;

						Transform Trans1;
						if (P::get()->g_pModelLT->GetNodeTransform(hObj, hChildNode, &Trans1, true) == LT_OK)
						{
							StartPos = Trans1.m_vPos;

							Transform Trans2;
							if (P::get()->g_pModelLT->GetNodeTransform(hObj, parents, &Trans2, true) == LT_OK)
							{
								EndPos = Trans2.m_vPos;

								if (Cheat::Utilities->WorldToScreen(&StartPos) && Cheat::Utilities->WorldToScreen(&EndPos))
									Graphics::Render->Line(StartPos.x, StartPos.y, EndPos.x, EndPos.y, ESP_Color);
							}
						}
					}
				}
			}
		}
	}
}
Quote Originally Posted by jayjay153 View Post
Code:
void			CVisuals::DrawSkeleton(ModelInstance* hObj, D3DCOLOR ESP_Color)
{
	if (!hObj && !(*(DWORD*)hObj))
		return;

	if (!P::get()->g_pModelLT)
		return;

	HMODELNODE hCurNode = INVALID_MODEL_NODE;
	while (P::get()->g_pModelLT->GetNextNode(hObj, hCurNode, hCurNode) == LT_OK)
	{
		unsigned int ChildNodeCount = 0;
		if (P::get()->g_pModelLT->GetNumChildren(hObj, hCurNode, ChildNodeCount) == LT_OK)
		{
			for (uint32 i = 0; i < ChildNodeCount; ++i)
			{
				HMODELNODE hChildNode = INVALID_MODEL_NODE;
				if (P::get()->g_pModelLT->GetChild(hObj, hCurNode, i, hChildNode) == LT_OK)
				{
					unsigned int parents = 0;
					if (P::get()->g_pModelLT->GetParent(hObj, hChildNode, parents) == LT_OK)
					{
						//U::tWritelog("ChildNodeCountID: %d  ChildNode: %d  Parent: %d ", i, hChildNode, parents);

						D3DXVECTOR3 StartPos, EndPos;

						Transform Trans1;
						if (P::get()->g_pModelLT->GetNodeTransform(hObj, hChildNode, &Trans1, true) == LT_OK)
						{
							StartPos = Trans1.m_vPos;

							Transform Trans2;
							if (P::get()->g_pModelLT->GetNodeTransform(hObj, parents, &Trans2, true) == LT_OK)
							{
								EndPos = Trans2.m_vPos;

								if (Cheat::Utilities->WorldToScreen(&StartPos) && Cheat::Utilities->WorldToScreen(&EndPos))
									Graphics::Render->Line(StartPos.x, StartPos.y, EndPos.x, EndPos.y, ESP_Color);
							}
						}
					}
				}
			}
		}
	}
}
sorry but i don't know how to use your source
Quote Originally Posted by jaykii View Post
sorry but i don't know how to use your source
Code:
void GetBonePositionEx(cObject* obj, UINT Bone, Transform* Trans)  // by ~FALLEN~ //
{
	DWORD CShell = (DWORD)GetModuleHandleA(eCShell);
	DWORD pLTModelOld = *(DWORD*)(CShell + aLTModel);

	__asm
	{
		MOV ECX, pLTModelOld
			MOV EDX, DWORD PTR DS : [ECX]
			MOV EDX, DWORD PTR DS : [EDX + 0x3C]
			PUSH 1
			PUSH Trans
			PUSH Bone
			PUSH obj
			CALL EDX
	}
}

void GetNodePosition(cObject* obj, UINT Bone, D3DXVECTOR3 &Out)
{
	Transform Trans;
	GetBonePositionEx(obj, Bone, &Trans);
	Out = Trans.Pos;
	Out.y += 5;
}

void DrawBone(LPDIRECT3DDEVICE9 pDevice, cObject *Obj, UINT iStart, UINT iEnd, D3DCOLOR Color)
{
	D3DXVECTOR3 StartPos, EndPos;
	GetNodePosition(Obj, iStart, StartPos);
	GetNodePosition(Obj, iEnd, EndPos);

	if (Trans3DTo2D(pDevice, &StartPos) && Trans3DTo2D(pDevice, &EndPos))
		DrawLine(pDevice, StartPos.x, StartPos.y, EndPos.x, EndPos.y, Color);
}
void DrawPlayer(LPDIRECT3DDEVICE9 pDevice, DWORD ESP_Color, CAICLEINT* pPlayer)
{
	D3DXVECTOR3 tHead = GetBonePosition(pPlayer->Object, 6);
	D3DXVECTOR3 tNeck = GetBonePosition(pPlayer->Object, 5);

	if (!Trans3DTo2D(pDevice, &tHead) || !Trans3DTo2D(pDevice, &tNeck)) return;

	D3DXVECTOR3 Box = tNeck - tHead; // Foot - Head
	if (Box.y < 0) Box.y *= -1;
	int HeadRadius = (int)Box.y * 1.5;

	DrawBone(pDevice, pPlayer->Object, 6, 0, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 5, 6, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 4, 5, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 3, 4, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 2, 3, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 1, 2, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 21, 1, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 22, 21, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 23, 22, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 24, 23, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 25, 1, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 26, 25, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 27, 26, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 28, 27, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 14, 5, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 15, 14, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 16, 15, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 17, 16, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 18, 17, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 19, 17, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 20, 17, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 7, 5, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 8, 7, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 9, 8, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 10, 9, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 11, 10, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 12, 10, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 13, 10, ESP_Color);
}
Quote Originally Posted by (Virus) View Post


Code:
void GetBonePositionEx(cObject* obj, UINT Bone, Transform* Trans)  // by ~FALLEN~ //
{
	DWORD CShell = (DWORD)GetModuleHandleA(eCShell);
	DWORD pLTModelOld = *(DWORD*)(CShell + aLTModel);

	__asm
	{
		MOV ECX, pLTModelOld
			MOV EDX, DWORD PTR DS : [ECX]
			MOV EDX, DWORD PTR DS : [EDX + 0x3C]
			PUSH 1
			PUSH Trans
			PUSH Bone
			PUSH obj
			CALL EDX
	}
}

void GetNodePosition(cObject* obj, UINT Bone, D3DXVECTOR3 &Out)
{
	Transform Trans;
	GetBonePositionEx(obj, Bone, &Trans);
	Out = Trans.Pos;
	Out.y += 5;
}

void DrawBone(LPDIRECT3DDEVICE9 pDevice, cObject *Obj, UINT iStart, UINT iEnd, D3DCOLOR Color)
{
	D3DXVECTOR3 StartPos, EndPos;
	GetNodePosition(Obj, iStart, StartPos);
	GetNodePosition(Obj, iEnd, EndPos);

	if (Trans3DTo2D(pDevice, &StartPos) && Trans3DTo2D(pDevice, &EndPos))
		DrawLine(pDevice, StartPos.x, StartPos.y, EndPos.x, EndPos.y, Color);
}
void DrawPlayer(LPDIRECT3DDEVICE9 pDevice, DWORD ESP_Color, CAICLEINT* pPlayer)
{
	D3DXVECTOR3 tHead = GetBonePosition(pPlayer->Object, 6);
	D3DXVECTOR3 tNeck = GetBonePosition(pPlayer->Object, 5);

	if (!Trans3DTo2D(pDevice, &tHead) || !Trans3DTo2D(pDevice, &tNeck)) return;

	D3DXVECTOR3 Box = tNeck - tHead; // Foot - Head
	if (Box.y < 0) Box.y *= -1;
	int HeadRadius = (int)Box.y * 1.5;

	DrawBone(pDevice, pPlayer->Object, 6, 0, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 5, 6, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 4, 5, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 3, 4, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 2, 3, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 1, 2, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 21, 1, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 22, 21, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 23, 22, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 24, 23, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 25, 1, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 26, 25, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 27, 26, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 28, 27, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 14, 5, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 15, 14, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 16, 15, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 17, 16, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 18, 17, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 19, 17, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 20, 17, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 7, 5, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 8, 7, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 9, 8, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 10, 9, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 11, 10, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 12, 10, ESP_Color);
	DrawBone(pDevice, pPlayer->Object, 13, 10, ESP_Color);
}
do you use facebook, can i contact you to ask about this problem
Because i use this method: https://www.mpgh.net/forum/showthread.php?t=1418537
and i was got bone but still not work, tks for your help
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