ESP Error

Posts 16 of 6 · Page 1 of 1
ESP Error
Hello guys, I'm trying to encode esp for crossfire x64 bits, however, I'm sending report (on the home screen)

from what I saw the error is on this line

Code:
VOID PlayerESP(LPDIRECT3DDEVICE9 pDevice)
{
	DWORD64 CShell = (DWORD64)GetModuleHandleA("CShell_x64.dll");
	if (CShell != NULL)
	{
		INT CenterX = (GetSystemMetrics(0) / 2) - 1;
		INT CenterY = (GetSystemMetrics(1) / 2) - 1;
		D3DVIEWPORT9 viewP;
		pDevice->GetViewport(&viewP);
		DWORD64 ScreenCenterX = viewP.Width / 2;
		DWORD64 ScreenCenterY = viewP.Height / 20;
		DWORD64 pLTClientShell = *(DWORD64*)(CShell + _LTClientShell);


		cPlayer* Me = GetPlayerByIndex(pLTClientShell, GetMyIndex(pLTClientShell));
		for (int i = 0; i < 16; i++)
		{


			cPlayer* pPlayer = GetPlayerByIndex(pLTClientShell, i);
			if ((pPlayer != NULL) && (pPlayer->Health >> 0) && (strlen(pPlayer->Name) > 2) && (pPlayer->Object != NULL))
			{
						char pNAME[10000]; char txt[0x30];

				Transform  Foot;
				Foot.Pos.x = pPlayer->Object->Body.x;
				Foot.Pos.y = pPlayer->Object->Body.y;
				Foot.Pos.z = pPlayer->Object->Body.z;

//---------------------------->>>>>>ERRO <-----------------------------------------
				D3DXVECTOR3 Body = GetBonePosition(pPlayer->Object, 2);
				D3DXVECTOR3 Head = GetBonePosition(pPlayer->Object, 6);
//------------------------------------>>>>>ERRO <-----------------------------------------

//Continue...
}
}
}
}
Boneposition
It's most likely GetBonePosition error?
Quote Originally Posted by SpiderEater420 View Post
It's most likely GetBonePosition error?

how do you use your bone position?
First, show me your getboneposition code.

And I just force x32 so I can use asm in boneposition, works like a charm
Quote Originally Posted by SpiderEater420 View Post
First, show me your getboneposition code.

And I just force x32 so I can use asm in boneposition, works like a charm

i tried it
Code:
void GetBonePositionEx(cObject* obj, UINT Bone, Transform* Trans)
{
	
	auto CShellBase = reinterpret_cast<uintptr_t>(GetModuleHandleA("CShell_x64.dll"));
	if (!CShellBase) return;
	auto apLTModel = static_cast<uintptr_t>(CShellBase + aLTModel);
	auto vtable = *reinterpret_cast<uintptr_t*>(apLTModel);
	reinterpret_cast<void(__fastcall*)(uintptr_t, cObject*, uint32_t, Transform*, int)>(*reinterpret_cast<uintptr_t*>(vtable + 0x78))(apLTModel, obj, Bone, Trans, 1);
}

Code:
D3DXVECTOR3 GetBonePosition(cObject* obj, UINT Bone)
{
	Transform Trans;
	GetBonePositionEx(obj, Bone, &Trans);
	return (Trans.Pos);
}
Quote Originally Posted by winiciosrocha View Post
i tried it
Code:
void GetBonePositionEx(cObject* obj, UINT Bone, Transform* Trans)
{
	
	auto CShellBase = reinterpret_cast<uintptr_t>(GetModuleHandleA("CShell_x64.dll"));
	if (!CShellBase) return;
	auto apLTModel = static_cast<uintptr_t>(CShellBase + aLTModel);
	auto vtable = *reinterpret_cast<uintptr_t*>(apLTModel);
	reinterpret_cast<void(__fastcall*)(uintptr_t, cObject*, uint32_t, Transform*, int)>(*reinterpret_cast<uintptr_t*>(vtable + 0x78))(apLTModel, obj, Bone, Trans, 1);
}

Code:
D3DXVECTOR3 GetBonePosition(cObject* obj, UINT Bone)
{
	Transform Trans;
	GetBonePositionEx(obj, Bone, &Trans);
	return (Trans.Pos);
}
lol. Because you don't learn the basics first. You do everything over posted codes. Or, it does nothing.
Posts 16 of 6 · Page 1 of 1

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