some infos

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some infos
Code:
class RenderContext;
class RenderData;

class RenderContext
{
public:
	RenderData* pRenderData; //0x0000  
	char unknown4[1076]; //0x0004
    D3DXVECTOR4 bone;
	D3DXVECTOR4 bone1;
	D3DXVECTOR4 bone2;



};

class RenderData
{
public:
	char unknown0[2400]; //0x0000
	D3DXMATRIX ViewMatrix; //0x0960  
	D3DXMATRIX ProjMatrix; //0x09A0  
	D3DXMATRIX World; 
	D3DXMATRIX WorldView[80]; //0x0A20  is DisShizz Billboarded??????
		
};


D3DXVECTOR3 W2S(LPDIRECT3DDEVICE9 pDevice, D3DXVECTOR3 in, D3DXMATRIX ViewMatrix , D3DXMATRIX Proj )
{

    D3DXVECTOR4  temp,out;
	D3DXVECTOR3  temp1;
	D3DXMATRIX   vpm;
	D3DVIEWPORT9 vp;		
	
	pDevice->GetViewport(&vp);
	
	::D3DXMatrixMultiply(&vpm,&ViewMatrix,&Proj);
	
	
	
	D3DXVec4Transform(&temp,&D3DXVECTOR4(in.x,in.y,in.z,1),&vpm);
	float tempInvW2 = 1.0f/temp.w;
  
	out.x = (1.0f + (temp.x*tempInvW2))  * vp.Width  /2;
	out.y = (1.0f - (temp.y*tempInvW2))  * vp.Height /2;
	out.z = temp.z;

	return out;
}

D3DXVECTOR3 GetCamera(D3DXMATRIX ViewMatrix)
{

	D3DXVECTOR3 out;
    D3DXMATRIX  iViewMat;

	::D3DXMatrixInverse(&iViewMat,0,&ViewMatrix);

	out.x = iViewMat._41;
	out.y = iViewMat._42;
	out.z = iViewMat._43;

	return out;
}



D3DXMATRIX CreateFourByFourTranspose(D3DXVECTOR4 r1, D3DXVECTOR4 r2, D3DXVECTOR4 r3)
{
    
	D3DXMATRIX pout,out;
	
   
        pout._11 = r1.x; pout._12 = r1.y; pout._13 = r1.z; pout._14 = r1.w;
	pout._21 = r2.x; pout._22 = r2.y; pout._23 = r2.z; pout._24 = r2.w;
	pout._31 = r3.x; pout._32 = r3.y; pout._33 = r3.z; pout._34 = r3.w;
	pout._41 =  1  ; pout._42 =  1  ; pout._43 =  1  ; pout._44 =  1  ;

	::D3DXMatrixTranspose(&out,&pout);


	return out;
}

Rendercontext:
Code:
&i3SceneDx.dll+0x169834//render context


008C963C   A1 34989800      MOV EAX,DWORD PTR DS:[<&i3GfxDx.?g_pRenderContext@@3PAVi3RenderContext@@A>]
008C9641   8B08             MOV ECX,DWORD PTR DS:[EAX]
008C9643   FF15 F8959800    CALL DWORD PTR DS:[<&i3GfxDx.?IsReady@i3RenderContext@@QAEHXZ>]                 ; i3GfxDx.?IsReady@i3RenderContext@@QAEHXZ
008C9649   85C0             TEST EAX,EAX
008C964B   0F84 D9000000    JE i3SceneD.008C972A
008C9651   8B4E 2C          MOV ECX,DWORD PTR DS:[ESI+2C]
008C9654   55               PUSH EBP
008C9655   8D2C0F           LEA EBP,DWORD PTR DS:[EDI+ECX]
008C9658   3B6E 30          CMP EBP,DWORD PTR DS:[ESI+30]
008C965B   0F8F C8000000    JG i3SceneD.008C9729
008C9661   896E 2C          MOV DWORD PTR DS:[ESI+2C],EBP
008C9664   2BEF             SUB EBP,EDI
008C9666   896C24 28        MOV DWORD PTR SS:[ESP+28],EBP
008C966A   83FD FF          CMP EBP,-1
008C966D   0F84 B6000000    JE i3SceneD.008C9729
008C9673   807E 4C 00       CMP BYTE PTR DS:[ESI+4C],0
008C9677   75 13            JNZ SHORT i3SceneD.008C968C
008C9679   8B16             MOV EDX,DWORD PTR DS:[ESI]
008C967B   8B42 14          MOV EAX,DWORD PTR DS:[EDX+14]
008C967E   8BCE             MOV ECX,ESI
008C9680   FFD0             CALL EAX
008C9682   807E 4C 00       CMP BYTE PTR DS:[ESI+4C],0
008C9686   0F84 9D000000    JE i3SceneD.008C9729
008C968C   33FF             XOR EDI,EDI
008C968E   807B 12 00       CMP BYTE PTR DS:[EBX+12],0
008C9692   76 45            JBE SHORT i3SceneD.008C96D9
008C9694   8B4424 28        MOV EAX,DWORD PTR SS:[ESP+28]
008C9698   8D0C40           LEA ECX,DWORD PTR DS:[EAX+EAX*2]
008C969B   8D6B 14          LEA EBP,DWORD PTR DS:[EBX+14]
008C969E   894C24 10        MOV DWORD PTR SS:[ESP+10],ECX
008C96A2   8D86 80000000    LEA EAX,DWORD PTR DS:[ESI+80]
008C96A8   50               PUSH EAX
008C96A9   55               PUSH EBP
008C96AA   8D5424 20        LEA EDX,DWORD PTR SS:[ESP+20]

I got Some really ghetto shit going:
Code:
DWORD SceneBase  = (DWORD)GetModuleHandleA("i3SceneDx.dll");

if(SceneBase != 0 ){

 RenderContext * pRC = *(RenderContext**  (SceneBase+0x169834);

for ( int i = 0; i < 80; i++ )   
{ 
Vector2D = W2S(pDevice,D3DXVECTOR3(0,0,0),pRC->pRenderData->WorldView[i],pRC->pRenderData->ProjMatrix);
		
		if(Vector2D.z > 0){
        
			sprintf(szDebug,"%i",i);

//draw string
Give credits if it's not yours, please ...
Quote Originally Posted by Flash View Post
Give credits if it's not yours, please ...
actually it is ...mine
Quote Originally Posted by SNal2F View Post
actually it is ...mine
Well, good job then ...
Looks nice, you are getting there.

If you don't have chams, stride 44 is for all player bodies.
Very Nice Fatboy. Hmm I really need to get this game.

Quote Originally Posted by Dave84311 View Post
Looks nice, you are getting there.

If you don't have chams, stride 44 is for all player bodies.
Are you just detouring for chams?
bah this is wrong

Code:
char unknown4[1076]; //0x0004
D3DXVECTOR4 bone;
D3DXVECTOR4 bone1;
D3DXVECTOR4 bone2;


Code:
RenderData* pRenderData; //0x0000  
char unknown4[916]; //0x0004
D3DXMATRIX WorldViewTranspose[60];
Quote Originally Posted by whatup777+ View Post
Very Nice Fatboy. Hmm I really need to get this game.



Are you just detouring for chams?
Yup, DIP... like any other game.
Quote Originally Posted by Dave84311 View Post


Yup, DIP... like any other game.
DAVE but this game has an upgraded Version of hack shield but not hard to get round spicle when i found a new way of hacking it by gfx I can try to make a pub hack for it u want like wallhack , wireframe , nofog . and maybe chams
I got Some really ghetto shit going:
Code:
DWORD SceneBase  = (DWORD)GetModuleHandleA("i3SceneDx.dll");

if(SceneBase != 0 ){

 RenderContext * pRC = *(RenderContext**  (SceneBase+0x169834);

for ( int i = 0; i < 80; i++ )   
{ 
Vector2D = W2S(pDevice,D3DXVECTOR3(0,0,0),pRC->pRenderData->WorldView[i],pRC->pRenderData->ProjMatrix);
		
		if(Vector2D.z > 0){
        
			sprintf(szDebug,"%i",i);

//draw string
Nice information!!!

With respect to numbers on the video, I followed your example and it worked.
These numbers are the bones? And because the numbers are not printed in the correct position?
Quote Originally Posted by fidalgo View Post
Nice information!!!

With respect to numbers on the video, I followed your example and it worked.
These numbers are the bones? And because the numbers are not printed in the correct position?

its some sort of vertex blending ...it has something to do with the bones not really sure tbh.
Help
can u shared full source to us...!!!!


thax you...
Quote Originally Posted by Dave84311 View Post


Yup, DIP... like any other game.
combat arms not included


i should try out this game
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