SolvedW2S and DrawPrim Class

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W2S and DrawPrim Class
I was using a standard World to Screen without the game's world it worked fine until someone shot their gun (Typical problem I see).

Havn't updated my classes in awhile, does anyone know how outdated this is? I really only need new World offset if someone would like to help me out..
Code:
class CILTDrawPrim
{
public:
    virtual void function0(); //
    virtual void function1(); //
    virtual void function2(); //
    virtual void function3(); //
    virtual void function4(); //
    virtual void function5(); //
    virtual void function6(); //
    virtual void function7(); //
    virtual void function8(); //
    virtual void function9(); //
    virtual void function10(); //
    virtual void function11(); //
    virtual void function12(); //
    virtual void function13(); //
    virtual void function14(); //
    virtual void function15(); //
    virtual void function16(); //
    virtual void function17(); //
    virtual void function18(); //
    virtual void function19(); //
    virtual void function20(); //
    virtual void function21(); //
    virtual void function22(); //
    virtual void function23(); //
    virtual void function24(); //
    virtual void function25(); //
    virtual void function26(); //
    virtual void function27(); //
    virtual void function28(); //
    virtual void function29(); //
    virtual void function30(); //
    virtual void function31(); //
    virtual void function32(); //
    virtual void function33(); //
    virtual void function34(); //
    virtual void function35(); //
    virtual void function36(); //
    virtual void function37(); //
    virtual void function38(); //
    virtual void function39(); //
    virtual void function40(); //
    virtual void function41(); //
    virtual void function42(); //
    virtual void function43(); //
    virtual void function44(); //
    virtual void function45(); //
    virtual void function46(); //
    virtual void function47(); //
    virtual void function48(); //
    virtual void function49(); //
    virtual HRESULT Project( float x, float y, float z, D3DXVECTOR3* pProjectOut, D3DXVECTOR3* pTransformOut); //
    char unknown[17232]; //0x0004  
    D3DXMATRIX World; //0x4354  
    D3DXMATRIX View; //0x4394  
    D3DXMATRIX Projection; //0x43D4  
};
I was just getting everything normally:
Code:
mDevice->GetTransform(D3DTS_VIEW, &view); 
mDevice->GetTransform(D3DTS_PROJECTION, &projection); 
mDevice->GetTransform(D3DTS_WORLD, &world); 
mDevice->GetViewport(&viewPort);
Anyone know why exactly when you fire it causes the ESP to flicker? Just out of curiosity.
maybe this is just my stupid thinking, but what's the point in reversing a class if your gonna leave 90% of it as a function##();?
Quote Originally Posted by supercarz1991 View Post
maybe this is just my stupid thinking, but what's the point in reversing a class if your gonna leave 90% of it as a function##();?
Because those functions may not be of relevance or need to you so why look that deep into them?

If you wanna explore and reverse some more then sure go right ahead, it's good to do and fun. But if you're not gonna need or use it, or have any use from it, then why do it?
Quote Originally Posted by Flengo View Post


Because those functions may not be of relevance or need to you so why look that deep into them?

If you wanna explore and reverse some more then sure go right ahead, it's good to do and fun. But if you're not gonna need or use it, or have any use from it, then why do it?
makes sense
Its old, and I need nothing from it other than what is actually defined. Honestly it isn't even work using the class tbh I'd rather the offset.
class CILTDrawPrim
{
public:
char unknown1[16184]; //0x0000
D3DVIEWPORT9 ViewPort; //0x3F38
D3DXMATRIX World; //0x3F50
D3DXMATRIX View; //0x3F90
D3DXMATRIX Projection; //0x3FD0
};//Size=0x4010



CILTDrawPrim *pDrawPrim = *(CILTDrawPrim **)0x7C36AC;
Quote Originally Posted by gibam761 View Post
class CILTDrawPrim
{
public:
char unknown1[16184]; //0x0000
D3DVIEWPORT9 ViewPort; //0x3F38
D3DXMATRIX World; //0x3F50
D3DXMATRIX View; //0x3F90
D3DXMATRIX Projection; //0x3FD0
};//Size=0x4010



CILTDrawPrim *pDrawPrim = *(CILTDrawPrim **)0x7C36AC;
I'm guessing 0x7C36AC isn't for NA?


How did you go about further defining your class BTW? I'm not the best reverser and I'd like some tips/help here..
CANA = DrawPrimitive 0x7BB06C

Quote Originally Posted by gibam761 View Post
CANA = DrawPrimitive 0x7BB06C

Thought so.. Got it working, thanks for the help!

BTW I tried using pDrawPrim->ViewPort and it didn't work, but its a simple fix(For anyone who needs):
Code:
// Get View
pDevice->GetViewport(&viewPort);

// Convert to matrix and transform
D3DXVec3Project(Pos, &Target, &viewPort, &pPrim->Projection, &pPrim->View, &pPrim->World);
Thanks for not just saying you solved your own problem, but also posting the solution to your problem

Solved & Closed.
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