w2s

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w2s

subj.
dunno was sdk updated or not in last ~2 patches
if(!Game->m_Valid || !Game->m_Actor || !Game->m_Actor->myHUD)
return FALSE;

const Vector Delta = (In - Game->m_CameraOrigin);
const Matrix4x4 & Screen = *(PMatrix4x4) & ((AcHUDBase *)Game->m_Actor->myHUD)->m_OldViewProjection Matrix.XPlane.x;
without the spacein m_OldViewProjection Matrix.XPlane.x; thanks
Code:
bool ScreenProjectPoint(const Vector &In, PSHORT Out)
{
    if(!Game->m_Valid || !Game->m_Actor || !Game->m_Actor->myHUD)
        return FALSE;

    const Vector Delta = (In - Game->m_CameraOrigin);
    const Matrix4x4 & Screen = *(PMatrix4x4) & ((AcHUDBase *)Game->m_Actor->myHUD)->m_OldViewProjecti********.XPlane.x;

    FLOAT w =    Screen.m [0][3] * Delta.x +
                Screen.m [1][3] * Delta.y +
                Screen.m [2][3] * Delta.z +
                Screen.m [3][3];

    if(w < 0.0001f)
        return FALSE;

    if(Out)
    {
        FLOAT x =    Screen.m [0][0] * Delta.x +
                    Screen.m [1][0] * Delta.y +
                    Screen.m [2][0] * Delta.z +
                    Screen.m [3][0]; 

        FLOAT y =    Screen.m [0][1] * Delta.x +
                    Screen.m [1][1] * Delta.y +
                    Screen.m [2][1] * Delta.z +
                    Screen.m [3][1]; 

        Out[0] = (SHORT)(g_Interface->Screen.CenterX.f + g_Interface->Screen.CenterX.f * x / w);
        Out[1] = (SHORT)(g_Interface->Screen.CenterY.f - g_Interface->Screen.CenterY.f * y / w);
    }

    return TRUE;
}
Code:
// "Class Engine.HUD"
// sizeof(AHUD) = 0x4C0, 0x23C (0x284)
class AHUD : public AActor
{
public:
    FColor                         WhiteColor;                                    // offs:0x023C;
    FColor                         GreenColor;                                    // offs:0x0240;
    FColor                         RedColor;                                      // offs:0x0244;
    class APlayerController *      PlayerOwner;                                   // offs:0x0248;
    class AHUD *                   HudOwner;                                      // offs:0x024C;
    class APlayerReplicationInfo * ViewedInfo;                                    // offs:0x0250;
    FLOAT                          ProgressFadeTime;                              // offs:0x0254;
    FColor                         MOTDColor;                                     // offs:0x0258;
    class AScoreboard *            Scoreboard;                                    // offs:0x025C;
    BITFIELD                       LostFocusPaused:1;                             // offs:0x0260; BIT 0 0x00000001
    BITFIELD                       bShowHUD:1;                                    // offs:0x0260; BIT 1 0x00000002
    BITFIELD                       bShowScores:1;                                 // offs:0x0260; BIT 2 0x00000004
    BITFIELD                       bShowDebugInfo:1;                              // offs:0x0260; BIT 3 0x00000008
    BITFIELD                       bShowBadConnectionAlert:1;                     // offs:0x0260; BIT 4 0x00000010
    BITFIELD                       bMessageBeep:1;                                // offs:0x0260; BIT 5 0x00000020
    BITFIELD                       Padding_0786:26;                               // ;
    FLOAT                          HudCanvasScale;                                // offs:0x0264;
    TArray<FConsoleMessage>        ConsoleMessages;                               // offs:0x0268;
    FColor                         ConsoleColor;                                  // offs:0x0274;
    INT                            ConsoleMessageCount;                           // offs:0x0278;
    INT                            ConsoleFontSize;                               // offs:0x027C;
    INT                            MessageFontOffset;                             // offs:0x0280;
    INT                            MaxHUDAreaMessageCount;                        // offs:0x0284;
    FHudLocalizedMessage           LocalMessages[8];                              // offs:0x0288;
    FLOAT                          ConsoleMessagePosX;                            // offs:0x0488;
    FLOAT                          ConsoleMessagePosY;                            // offs:0x048C;
    class UCanvas *                Canvas;                                        // offs:0x0490;
    FLOAT                          LastHUDRenderTime;                             // offs:0x0494;
    FLOAT                          RenderDelta;                                   // offs:0x0498;
    FLOAT                          SizeX;                                         // offs:0x049C;
    FLOAT                          SizeY;                                         // offs:0x04A0;
    FLOAT                          CenterX;                                       // offs:0x04A4;
    FLOAT                          CenterY;                                       // offs:0x04A8;
    FLOAT                          RatioX;                                        // offs:0x04AC;
    FLOAT                          RatioY;                                        // offs:0x04B0;
    TArray<FName>                  DebugDisplay;                                  // offs:0x04B4;

public:
    VOID __OnLostFocusPause(struct HUD_OnLostFocusPause_Parms *Parms); // Defined Event Public FL:00020802
    VOID __PlayerOwnerDied(struct HUD_PlayerOwnerDied_Parms *Parms); // Public FL:00020000
    VOID __GetRYGColorRamp(struct HUD_GetRYGColorRamp_Parms *Parms); // Defined Static Public FL:00822002
    VOID __GetFontSizeIndex(struct HUD_GetFontSizeIndex_Parms *Parms); // Defined Static Public FL:00022002
    VOID __DisplayLocalMessages(struct HUD_DisplayLocalMessages_Parms *Parms); // Defined Public FL:00020002
    VOID __DrawMessageText(struct HUD_DrawMessageText_Parms *Parms); // Defined Public FL:00020002
    VOID __DrawMessage(struct HUD_DrawMessage_Parms *Parms); // Defined Public FL:00420002
    VOID __GetScreenCoords(struct HUD_GetScreenCoords_Parms *Parms); // Defined Public FL:00420002
    VOID __AddLocalizedMessage(struct HUD_AddLocalizedMessage_Parms *Parms); // Defined Public FL:00020002
    VOID __LocalizedMessage(struct HUD_LocalizedMessage_Parms *Parms); // Defined Public FL:00020002
    VOID __AddConsoleMessage(struct HUD_AddConsoleMessage_Parms *Parms); // Defined Public FL:00020002
    VOID __DisplayConsoleMessages(struct HUD_DisplayConsoleMessages_Parms *Parms); // Defined Public FL:00020002
    VOID __Message(struct HUD_Message_Parms *Parms); // Defined Public FL:00020002
    VOID __ClearMessage(struct HUD_ClearMessage_Parms *Parms); // Defined Public FL:00420002
    VOID __DisplayBadConnectionAlert(struct HUD_DisplayBadConnectionAlert_Parms *Parms); // Public FL:00020000
    VOID __DisplayProgressMessage(struct HUD_DisplayProgressMessage_Parms *Parms); // Defined Public FL:00020002
    VOID __DrawEngineHUD(struct HUD_DrawEngineHUD_Parms *Parms); // Defined Public FL:00020002
    VOID __DrawDemoHUD(struct HUD_DrawDemoHUD_Parms *Parms); // Public FL:00020000
    VOID __DrawHUD(struct HUD_DrawHUD_Parms *Parms); // Defined Public FL:00020002
    VOID __PostRenderScript(struct HUD_PostRenderScript_Parms *Parms); // Defined Event Public FL:00020802
    VOID __PostRender(struct HUD_PostRender_Parms *Parms); // Native Public FL:00020400
    VOID __PreRender(struct HUD_PreRender_Parms *Parms); // Native Public FL:00020400
    VOID __PreCalcValues(struct HUD_PreCalcValues_Parms *Parms); // Defined Public FL:00020002
    VOID __DrawRoute(struct HUD_DrawRoute_Parms *Parms); // Defined Public FL:00820002
    VOID __FXStop(struct HUD_FXStop_Parms *Parms); // Defined Exec Public FL:00020202
    VOID __FXPlay(struct HUD_FXPlay_Parms *Parms); // Defined Exec Public FL:00020202
    VOID __ShouldDisplayDebug(struct HUD_ShouldDisplayDebug_Parms *Parms); // Defined Public FL:00020002
    VOID __ShowDebug(struct HUD_ShowDebug_Parms *Parms); // Defined Exec Public FL:00020202
    VOID __SetShowScores(struct HUD_SetShowScores_Parms *Parms); // Defined Exec Public FL:00020202
    VOID __ShowScores(struct HUD_ShowScores_Parms *Parms); // Defined Exec Public FL:00020202
    VOID __ShowHUD(struct HUD_ShowHUD_Parms *Parms); // Defined Exec Public FL:00020202
    VOID __ToggleHUD(struct HUD_ToggleHUD_Parms *Parms); // Defined Exec Public FL:00020202
    VOID __SpawnScoreBoard(struct HUD_SpawnScoreBoard_Parms *Parms); // Defined Public FL:00020002
    VOID __Draw2DLine(struct HUD_Draw2DLine_Parms *Parms); // Final Native Public FL:00020401
    VOID __Draw3DLine(struct HUD_Draw3DLine_Parms *Parms); // Final Native Public FL:00020401
};



// "Class APBGame.cHUDBase"
// sizeof(AcHUDBase) = 0x5C0, 0x4C0 (0x100)
class AcHUDBase : public AHUD
{
public:
    TArray<class UcUIDataStore_HUD *> m_aHUDDataStores;                           // offs:0x04C0;
    class UcUIDataStore_HUD *      m_DistrictMapDS;                               // offs:0x04CC;
    BITFIELD                       m_bHUDScenesVisible:1;                         // offs:0x04D0; BIT 0 0x00000001
    BITFIELD                       m_bHUDScenesOpen:1;                            // offs:0x04D0; BIT 1 0x00000002
    BITFIELD                       m_bToggleHUDOverride:1;                        // offs:0x04D0; BIT 2 0x00000004
    BITFIELD                       m_bDataStoreRefresh:1;                         // offs:0x04D0; BIT 3 0x00000008
    BITFIELD                       m_bDrawDebugHUD:1;                             // offs:0x04D0; BIT 4 0x00000010
    BITFIELD                       m_bShowCharLocation:1;                         // offs:0x04D0; BIT 5 0x00000020
    BITFIELD                       m_bShowTime:1;                                 // offs:0x04D0; BIT 6 0x00000040
    BITFIELD                       m_bShowOwnName:1;                              // offs:0x04D0; BIT 7 0x00000080
    BITFIELD                       m_bHealthBarWarningFlashOn:1;                  // offs:0x04D0; BIT 8 0x00000100
    BITFIELD                       m_bHealthBarFlashOn:1;                         // offs:0x04D0; BIT 9 0x00000200
    BITFIELD                       m_bDrawDebugWeaponInfo:1;                      // offs:0x04D0; BIT 10 0x00000400
    BITFIELD                       m_bDrawDebugUnconsciousBar:1;                  // offs:0x04D0; BIT 11 0x00000800
    BITFIELD                       m_bDrawJobs:1;                                 // offs:0x04D0; BIT 12 0x00001000
    BITFIELD                       m_bDrawMessage:1;                              // offs:0x04D0; BIT 13 0x00002000
    BITFIELD                       flashAPB:1;                                    // offs:0x04D0; BIT 14 0x00004000
    BITFIELD                       m_bSuicide:1;                                  // offs:0x04D0; BIT 15 0x00008000
    BITFIELD                       m_bSameSideKill:1;                             // offs:0x04D0; BIT 16 0x00010000
    BITFIELD                       m_bPlayerOwnerDead:1;                          // offs:0x04D0; BIT 17 0x00020000
    BITFIELD                       m_bDrawMissionStats:1;                         // offs:0x04D0; BIT 18 0x00040000
    BITFIELD                       m_bShowDeathDebugHUD:1;                        // offs:0x04D0; BIT 19 0x00080000
    BITFIELD                       m_bShowBombHUD:1;                              // offs:0x04D0; BIT 20 0x00100000
    BITFIELD                       m_bBombTimerEnabled:1;                         // offs:0x04D0; BIT 21 0x00200000
    BITFIELD                       m_bDrawLocatorOverlays:1;                      // offs:0x04D0; BIT 22 0x00400000
    BITFIELD                       m_bDrawTaskItemSpawnLocations:1;               // offs:0x04D0; BIT 23 0x00800000
    BITFIELD                       m_bDrawOpenWorldTargetText:1;                  // offs:0x04D0; BIT 24 0x01000000
    BITFIELD                       m_bDrawBombLocations:1;                        // offs:0x04D0; BIT 25 0x02000000
    BITFIELD                       m_bDrawVehicleDebugInfo:1;                     // offs:0x04D0; BIT 26 0x04000000
    BITFIELD                       m_bDrawOpenWorldDropOffText:1;                 // offs:0x04D0; BIT 27 0x08000000
    BITFIELD                       m_bDrawHealthBars:1;                           // offs:0x04D0; BIT 28 0x10000000
    BITFIELD                       m_bHealthBarsOnlyDamaged:1;                    // offs:0x04D0; BIT 29 0x20000000
    BITFIELD                       m_bHealthBarsOwnPawn:1;                        // offs:0x04D0; BIT 30 0x40000000
    BITFIELD                       m_bHealthBarsDistanceFade:1;                   // offs:0x04D0; BIT 31 0x80000000
    BITFIELD                       m_bHealthBarsTargeted:1;                       // offs:0x04D4; BIT 0 0x00000001
    BITFIELD                       m_bHealthBarsDetailed:1;                       // offs:0x04D4; BIT 1 0x00000002
    BITFIELD                       Padding_5853:30;                               // ;
    BYTE                           Padding_5854[0x08];                            // ;
    FMatrix                        m_OldViewProjecti********;                     // offs:0x04E0;
    FVector                        m_OldDynamicOrigin;                            // offs:0x0520;
    FColor                         m_FadeColor;                                   // offs:0x052C;
    FLOAT                          m_fPreviousFadeAlpha;                          // offs:0x0530;
    FLOAT                          m_fTargetFadeAlpha;                            // offs:0x0534;
    FLOAT                          m_fFadeAlpha;                                  // offs:0x0538;
    FLOAT                          m_fFadeAlphaTime;                              // offs:0x053C;
    FLOAT                          m_fFadeAlphaDelay;                             // offs:0x0540;
    FLOAT                          m_fTargetFadeAlphaTime;                        // offs:0x0544;
    class AcAPBPawn *              m_pVehiclePawn;                                // offs:0x0548;
    FLOAT                          m_LowX;                                        // offs:0x054C;
    FLOAT                          m_LowY;                                        // offs:0x0550;
    FLOAT                          m_HighX;                                       // offs:0x0554;
    FLOAT                          m_HighY;                                       // offs:0x0558;
    FLOAT                          m_ScreenRadius;                                // offs:0x055C;
    FLOAT                          m_AreaRatio;                                   // offs:0x0560;
    FLOAT                          m_fLocatorOverlayDrawDist;                     // offs:0x0564;
    class AcWeapon *               TempWeapon;                                    // offs:0x0568;
    TArray<FString>                m_NPCTypes;                                    // offs:0x056C;
    TArray<FHealthInfo>            m_HealthRollovers;                             // offs:0x0578;
    class AActor *                 m_OldTarget;                                   // offs:0x0584;
    FString                        m_sMessage;                                    // offs:0x0588;
    INT                            m_nMessageAlpha;                               // offs:0x0594;
    class AcAPBPlayerController *  m_PC;                                          // offs:0x0598;
    class AcAPBPlayerReplicationInfo * m_PRI;                                     // offs:0x059C;
    class AcDebugHUD *             m_pDebugHUD;                                   // offs:0x05A0;
    INT                            m_nKillerCharacterUID;                         // offs:0x05A4;
    INT                            m_nWeaponTypeID;                               // offs:0x05A8;
    FLOAT                          m_fDeathRespawnTime;                           // offs:0x05AC;
    FLOAT                          m_fBombEndTime;                                // offs:0x05B0;
    FLOAT                          m_fGuardEndTime;                               // offs:0x05B4;
    FLOAT                          m_fArmedGuardTimerEndTime;                     // offs:0x05B8;
    FLOAT                          m_fCheckPointTimerEndTime;                     // offs:0x05BC;

public:
    VOID __SetHUDSceneVisible(struct cHUDBase_SetHUDSceneVisible_Parms *Parms); // Exec Native Public FL:00020600
    VOID __ScreenFade(struct cHUDBase_ScreenFade_Parms *Parms); // Defined Simulated Event Public FL:00020902
    VOID __ToggleMissionStats(struct cHUDBase_ToggleMissionStats_Parms *Parms); // Defined Simulated Public FL:00020102
    VOID __DrawGroupMemberStats(struct cHUDBase_DrawGroupMemberStats_Parms *Parms); // Native Public FL:00020400
    VOID __DrawMissionStats(struct cHUDBase_DrawMissionStats_Parms *Parms); // Native Public FL:00020400
    VOID __DrawDeathHUD(struct cHUDBase_DrawDeathHUD_Parms *Parms); // Native Public FL:00020400
    VOID __ToggleDeathDebugHUD(struct cHUDBase_ToggleDeathDebugHUD_Parms *Parms); // Defined Exec Public FL:00020202
    VOID __OnAliveNotification(struct cHUDBase_OnAliveNotification_Parms *Parms); // Defined Simulated Event Public FL:00020902
    VOID __OnDeadNotification(struct cHUDBase_OnDeadNotification_Parms *Parms); // Defined Simulated Event Public FL:00020902
    VOID __DrawHealthBars(struct cHUDBase_DrawHealthBars_Parms *Parms); // Native Public FL:00020400
    VOID __DrawBombLocations(struct cHUDBase_DrawBombLocations_Parms *Parms); // Native Public FL:00020400
    VOID __DrawOpenWorldDropOffText(struct cHUDBase_DrawOpenWorldDropOffText_Parms *Parms); // Simulated Native Public FL:00020500
    VOID __DrawOpenWorldTargetText(struct cHUDBase_DrawOpenWorldTargetText_Parms *Parms); // Native Public FL:00020400
    VOID __DrawTaskItemSpawnLocations(struct cHUDBase_DrawTaskItemSpawnLocations_Parms *Parms); // Native Public FL:00020400
    VOID __DrawVehicleSpawnBays(struct cHUDBase_DrawVehicleSpawnBays_Parms *Parms); // Simulated Public FL:00020100
    VOID __DrawConsciousnessAndArrestedInfo(struct cHUDBase_DrawConsciousnessAndArrestedInfo_Parms *Parms); // Defined Public FL:00820002
    VOID __ShowOwnName(struct cHUDBase_ShowOwnName_Parms *Parms); // Defined Exec Public FL:00020202
    VOID __DrawPlayerNames(struct cHUDBase_DrawPlayerNames_Parms *Parms); // Defined Public FL:00020002
    VOID __DrawConsciousnessAndArrestInfoBars(struct cHUDBase_DrawConsciousnessAndArrestInfoBars_Parms *Parms); // Defined Simulated Public FL:00020102
    VOID __DrawLocatorOverlays(struct cHUDBase_DrawLocatorOverlays_Parms *Parms); // Defined Simulated Event Public FL:00820902
    VOID __DebugDrawChevron(struct cHUDBase_DebugDrawChevron_Parms *Parms); // Defined Simulated Public FL:00020102
    VOID __DebugDrawCross(struct cHUDBase_DebugDrawCross_Parms *Parms); // Defined Simulated Event Public FL:00020902
    VOID __DrawJobsEnd(struct cHUDBase_DrawJobsEnd_Parms *Parms); // Defined Simulated Public FL:00020102
    VOID __DrawJobsBegin(struct cHUDBase_DrawJobsBegin_Parms *Parms); // Defined Simulated Public FL:00020102
    VOID __DebugAccuracyBar(struct cHUDBase_DebugAccuracyBar_Parms *Parms); // Defined Simulated Public FL:00820102
    VOID __GetBoxExtents(struct cHUDBase_GetBoxExtents_Parms *Parms); // Defined Simulated Public FL:00C20102
    VOID __GetBoxComponentExtents(struct cHUDBase_GetBoxComponentExtents_Parms *Parms); // Defined Simulated Public FL:00C20102
    VOID __DrawProgressBar(struct cHUDBase_DrawProgressBar_Parms *Parms); // Simulated Native Public FL:00020500
    VOID __DrawVehicleRepairHUD(struct cHUDBase_DrawVehicleRepairHUD_Parms *Parms); // Defined Simulated Public FL:00020102
    VOID __DrawHealthBar(struct cHUDBase_DrawHealthBar_Parms *Parms); // Defined Simulated Public FL:00020102
    VOID __DrawHealthRollovers(struct cHUDBase_DrawHealthRollovers_Parms *Parms); // Defined Simulated Public FL:00820102
    VOID __AddHealthRollover(struct cHUDBase_AddHealthRollover_Parms *Parms); // Defined Simulated Public FL:00820102
    VOID __DrawCurrentItemInfo(struct cHUDBase_DrawCurrentItemInfo_Parms *Parms); // Defined Public FL:00020002
    VOID __DrawHoldableItems(struct cHUDBase_DrawHoldableItems_Parms *Parms); // Defined Simulated Public FL:00020102
    VOID __DrawVehicleEntryMarkers(struct cHUDBase_DrawVehicleEntryMarkers_Parms *Parms); // Defined Simulated Public FL:00820102
    VOID __GetBestEnterableVehicle(struct cHUDBase_GetBestEnterableVehicle_Parms *Parms); // Defined Simulated Public FL:00820102
    VOID __DrawArrestedProgress(struct cHUDBase_DrawArrestedProgress_Parms *Parms); // Defined Simulated Public FL:00020102
    VOID __DrawKnockedOutProgress(struct cHUDBase_DrawKnockedOutProgress_Parms *Parms); // Defined Simulated Public FL:00020102
    VOID __DrawCharacterLocation(struct cHUDBase_DrawCharacterLocation_Parms *Parms); // Defined Simulated Public FL:00020102
    VOID __FlashAPBTimer(struct cHUDBase_FlashAPBTimer_Parms *Parms); // Defined Simulated Public FL:00020102
    VOID __SelfSayFadeTimer(struct cHUDBase_SelfSayFadeTimer_Parms *Parms); // Defined Net NetReliable Simulated Public FL:010201C2
    VOID __DrawMissionInfo(struct cHUDBase_DrawMissionInfo_Parms *Parms); // Native Public FL:00020400
    VOID __SelfSayTimer(struct cHUDBase_SelfSayTimer_Parms *Parms); // Defined Net NetReliable Simulated Public FL:010201C2
    VOID __LocalSelfSayTimer(struct cHUDBase_LocalSelfSayTimer_Parms *Parms); // Defined Simulated Public FL:00020102
    VOID __LocalSelfSay(struct cHUDBase_LocalSelfSay_Parms *Parms); // Defined Simulated Public FL:00020102
    VOID __ClientSelfSay(struct cHUDBase_ClientSelfSay_Parms *Parms); // Defined Net NetReliable Simulated Public FL:010201C2
    VOID __SelfSay(struct cHUDBase_SelfSay_Parms *Parms); // Net NetReliable Public NetServer FL:002200C0
    VOID __ToggleDebugUnconsciousInfo(struct cHUDBase_ToggleDebugUnconsciousInfo_Parms *Parms); // Defined Simulated Public FL:00020102
    VOID __ToggleDebugWeaponInfo(struct cHUDBase_ToggleDebugWeaponInfo_Parms *Parms); // Defined Simulated Public FL:00020102
    VOID __DrawVehicleDebugInfo(struct cHUDBase_DrawVehicleDebugInfo_Parms *Parms); // Simulated Native Public FL:00020500
    VOID __DrawDebugHUD(struct cHUDBase_DrawDebugHUD_Parms *Parms); // Defined Simulated Event Public FL:00020902
    VOID __DebugDrawTakeoverBar(struct cHUDBase_DebugDrawTakeoverBar_Parms *Parms); // Native Public FL:00020400
    VOID __DebugDrawArmedGuardTimerHUD(struct cHUDBase_DebugDrawArmedGuardTimerHUD_Parms *Parms); // Native Public FL:00020400
    VOID __DebugOnArmedGuardTimerStopped(struct cHUDBase_DebugOnArmedGuardTimerStopped_Parms *Parms); // Native Public FL:00020400
    VOID __DebugOnArmedGuardTimerStarted(struct cHUDBase_DebugOnArmedGuardTimerStarted_Parms *Parms); // Native Public FL:00020400
    VOID __DrawBombTimerHUD(struct cHUDBase_DrawBombTimerHUD_Parms *Parms); // Native Public FL:00020400
    VOID __DebugOnBombTimerStopped(struct cHUDBase_DebugOnBombTimerStopped_Parms *Parms); // Defined Simulated Public FL:00020102
    VOID __DebugOnBombTimerStarted(struct cHUDBase_DebugOnBombTimerStarted_Parms *Parms); // Defined Simulated Public FL:00020102
    VOID __DebugSetBombHUDEnabled(struct cHUDBase_DebugSetBombHUDEnabled_Parms *Parms); // Defined Simulated Public FL:00020102
    VOID __OutputNPCIDs(struct cHUDBase_OutputNPCIDs_Parms *Parms); // Native Public FL:00020400
    VOID __Project(struct cHUDBase_Project_Parms *Parms); // Native Public FL:00420400
    VOID __NativeDrawHUD(struct cHUDBase_NativeDrawHUD_Parms *Parms); // Native Public FL:00020400
    VOID __NativeTick(struct cHUDBase_NativeTick_Parms *Parms); // Native Public FL:00020400
    VOID __NativePostBeginPlay(struct cHUDBase_NativePostBeginPlay_Parms *Parms); // Native Public FL:00020400
    VOID __LoadDistrictEntryScene(struct cHUDBase_LoadDistrictEntryScene_Parms *Parms); // Native Public FL:00020400
    VOID __InitiateGameFlow(struct cHUDBase_InitiateGameFlow_Parms *Parms); // Native Public FL:00020400
    VOID __ToggleDataStoreRefresh(struct cHUDBase_ToggleDataStoreRefresh_Parms *Parms); // Defined Simulated Public FL:00020102
    VOID __ToggleDebugHUD(struct cHUDBase_ToggleDebugHUD_Parms *Parms); // Defined Simulated Public FL:00020102
};
Credits: dogmatt
Quote Originally Posted by Alessandro10 View Post
lol.. thanks..
no problem

dont Answer me only this i know :P
Wait...Do I think good? Is a W2S something what will help you with making cheats?
Quote Originally Posted by Spr3d View Post
Wait...Do I think good? Is a W2S something what will help you with making cheats?
something like this
Quote Originally Posted by sn1p3ro12 View Post
something like this
Good job, bro, I hate cheaters (in game) but when I see cheaters I want to use hacks
Quote Originally Posted by Spr3d View Post
Good job, bro, I hate cheaters (in game) but when I see cheaters I want to use hacks
hahaha me too bro! btw today i hit my pc why hackers pwned me.... i dont say broken..some blackouts :P and i fix it..now i kiss it for working :P
Quote Originally Posted by Spr3d View Post
Wait...Do I think good? Is a W2S something what will help you with making cheats?
W2S is used in pretty much every ESP hack out there. It's very important. Basically it's a calculation needed to do various things.
Quote Originally Posted by Khyy View Post
W2S is used in pretty much every ESP hack out there. It's very important. Basically it's a calculation needed to do various things.
W2S are the calculations needed to figure out where objects are in relation to yourself am I right?

I've never bothered with doing an inject-able hack for a game.
Quote Originally Posted by RAWR(: View Post
W2S are the calculations needed to figure out where objects are in relation to yourself am I right?

I've never bothered with doing an inject-able hack for a game.
Pretty much in some relations. For ESP though you'd use it to take the 3d world like above the character to the 2d world, being like your screen. I guess it could work for objects like you explained too? I've never tried.
Quote Originally Posted by Khyy View Post
Pretty much in some relations. For ESP though you'd use it to take the 3d world like above the character to the 2d world, being like your screen. I guess it could work for objects like you explained too? I've never tried.

What i mean is, is that it knows the distance from your character, to lets say an enemy. Knowing that distance, and the size of the enemy player model, you can draw a box on your screen for ESP, or show up on a radar overlay, or give distance in "m" to the enemy in question.
can you help with the cods ( where should i inject it how to work with it Etc...) thanks
Quote Originally Posted by romiio View Post
can you help with the cods ( where should i inject it how to work with it Etc...) thanks
You need vast knowledge of C++ .. Learning the language takes awhile, I suggest looking up some books for C++ and reading them, but being patient if you don't get something.
thanks , but how can i use it?
Quote Originally Posted by ernest95 View Post
thanks , but how can i use it?
Again, you need to know about the language C++ before doing anything.
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