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  1. #1
    laazyboy13's Avatar
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    External Esp Boxes Shaking

    I was using sph4cks external boxesp as a reference/code snippet for my own personal esp. I only know C# generally, no C++ yet . However, no matter what I try the esp boxes shake back and forth. Technically it is not drawn on the person exactly, unless I stand still in which the esp is perfect.

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    aIW|Convery's Avatar
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  4. #3
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    Use sph4cks base, and you'll end up with shaking boxes. I even tried changing the drawing method and the RPM. Nothing at all.

  5. #4
    Nachos's Avatar
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    It's easier to help you if you post your code. I don't do programming myself, but no one can help you without the code.


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  6. #5
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    Quote Originally Posted by Nachos View Post
    It's easier to help you if you post your code. I don't do programming myself, but no one can help you without the code.
    Sorry for bumping the thread... But I'm on the same problem... The ESP boxes are shaking when I move... I think is due to the lag it takes to read the data and draw the boxes, I mean, when it draw the boxes, the player has already moved... And one more thing... The code is drawing a box for myself o.O I tried put an if to check if the CG_T ClientNumber is equal to the Entity ClientNumber.. but i didn't work. Since the others didn't post the code, here it goes:

     
    Code:
    // Includes
    #include <d3d9.h>
    #include <d3dx9.h>
    #include <dwmapi.h>		// Desktop Windows Manager, only on Vista / Win7
    #include <stdio.h>
    #include <stdlib.h>
    #include <io.h>
    #include <fcntl.h>
    #include <math.h>
    //---------------------------------------------------------------------------
    // Import libraries to link with
    #pragma comment(lib, "d3d9.lib")
    #pragma comment(lib, "d3dx9.lib")
    #pragma comment(lib, "dwmapi.lib")
    
    #define CALIBRATING		0
    #define DEBUG_HQ		0
    #define MOTION			0
    // Global colors - change as you want to customize your version
    // format is 0xAARRGGBB: AA alpha (0=transparent, FF=opaque), RR red, GG green, BB blue
    #define ARGB_TRANS		0x00000000 // 100% alpha
    #define COLOR_FRIEND	0x800000FF // blue
    #define COLOR_ENEMY		0xFFC00000 // dark red
    #define COLOR_DEAD		0x80444444 // dead body, the player is watching killcam
    #define COLOR_SENTRY	0x8000B050		// green
    #define COLOR_EXPLOSIVE	0x407F7F7F		// yellow
    // colors for mini-map
    #define MAP_COLOR_FRIEND	0xFF4444FF
    #define MAP_COLOR_ENEMY		0XFFFF4444
    #define MAP_COLOR_ENEMY_COLDBLOODED	0XFFFFBF44
    #define MAP_COLOR_SENTRY	0xFF00B050		// green
    #define MAP_COLOR_EXPLOSIVE	0xFFFFFF00		// yellow
    
    // Game offsets - to be changed for new COD6 builds
    #define REFDEF 0x85B6F0
    #define ENTITY 0x8F3CA8
    #define CLIENTINFO 0x8E77B0
    #define CG 0x7F0F78
    #define CGS_T 0x7ED3B8
    
    #define ISINGAME 0x7F0F88
    #define VIEWANGLEY 0xB2F8D0
    
    #define PLAYERMAX	18			// number of players to loop in
    #define ENTITIESMAX	2048       // total number of entities present
    
    #define M_PI					3.1415f
    
    // players poses
    #define FLAGS_CROUCHED	0x0004
    #define FLAGS_PRONE		0x0008
    #define FLAGS_FIRING	0x0200 
    
    // Structs
    // originally in classes.h
    class Vector
    {
    public:
    	Vector() { x = y = z = 0.0f; }
    	Vector(float X, float Y, float Z) { x = X; y = Y; z = Z; }
    	Vector(const Vector &v) { x = v.x; y = v.y; z = v.z; }
    
    	float length() { return sqrt(x*x+y*y+z*z); }
    	void substract(Vector sub) { x-=sub.x; y -= sub.y; z -= sub.z; }
    	float dotproduct(Vector dot) { return (x*dot.x+y*dot.y+z*dot.z); }
    	void normalize() { float l = 1/length(); x *= l; y *= l; z *= l; }
    	float vectodegree(Vector to) { return ((180.0f/3.1415f)*(asinf(dotproduct(to)))); }
    	Vector RotateX(Vector in, float angle) { float a,c,s; Vector out; a = (float) (angle * M_PI/180); c = (float) cos(a); s = (float) sin(a); out.x = in.x; out.y = c*in.y - s*in.z; out.z = s*in.y + c*in.z; return out; }
    	Vector RotateY(Vector in, float angle) { float a,c,s; Vector out; a = (float) (angle * M_PI/180); c = (float) cos(a); s = (float) sin(a); out.x = c*in.x + s*in.z; out.y = in.y; out.z = -s*in.x + c*in.z; return out; }
    	Vector RotateZ(Vector in, float angle) { float a,c,s; Vector out; a = (float) (angle * M_PI/180); c = (float) cos(a); s = (float) sin(a); out.x = c*in.x - s*in.y; out.y = s*in.x + c*in.y; out.z = in.z; return out; }
    	void nullvec() { x = y = z = 0; }
    
    	void operator = (const float *farray) { x = farray[0]; y = farray[1]; z = farray[2]; }
    	void operator = (const float &val) { x = y = z = val; }
    
    	float operator [] (unsigned int element) { switch(element) { case 1: return y; case 2: return z; default: return x; } }
    
    	Vector operator + (const Vector& add) const { return Vector(x+add.x,y+add.y,z+add.z); }
    	void operator += (const Vector& add) { x += add.x; y += add.y; z += add.z; }
    	Vector operator - (const Vector& sub) const	{ return Vector(x-sub.x,y-sub.y,z-sub.z); }
    	void operator -= (const Vector& sub) { x -= sub.x; y -= sub.y; z -= sub.z; }
    	Vector operator * (const float mul) const { return Vector(x*mul,y*mul,z*mul); }
    	void operator *= (const float mul) { x *= mul; y *= mul; z *= mul; }
    	Vector operator / (const float mul) const { return Vector(x/mul,y/mul,z/mul); }
    	void operator /= (const float mul) { x /= mul; y /= mul; z /= mul; }
    
    	bool operator == (const Vector& eqal) { return ((x == eqal.x) && (y == eqal.y) && (z == eqal.z)); }
    	bool operator != (const Vector& eqal) { return ((x != eqal.x) && (y != eqal.y) && (z != eqal.z)); }
    	bool operator > (const Vector& eqal) { return ((x > eqal.x) && (y > eqal.y) && (z > eqal.z)); }
    	bool operator < (const Vector& eqal) { return ((x < eqal.x) && (y < eqal.y) && (z < eqal.z)); }
    	bool operator >= (const Vector& eqal) { return ((x >= eqal.x) && (y >= eqal.y) && (z >= eqal.z)); }
    	bool operator <= (const Vector& eqal) { return ((x <= eqal.x) && (y <= eqal.y) && (z <= eqal.z)); }
    
    	float x;
    	float y;
    	float z;
    };
    
    class MW2_View_Y
    {
    public:
    	Vector       Recoil;		// 0x0000
    	char         _p00[24];		// 0x000C
    	Vector       viewAngles;	// 0x0024
    	char         _p01[16];		// 0x0030
    	float        AngleY;		// 0x0040
    	float        AngleX;		// 0x0044
    };
    
    class MW2_CG_T
    {
    public:
    	__int32 ClientNumber;//0x0000  
    	char unknown4[72]; //0x0004
    	__int32 Health; //0x004C 
    };
    
    class MW2_RefDef_T
    {
    public:
    	char unknown1[8];
    	__int32 ScreenX; //0x0000 
    	__int32 ScreenY; //0x0004 
    	float fov_x; //0x0008 
    	float fov_y; //0x000C 
    	Vector Origin; //0x0010 
    	Vector ViewAxis[3]; //0x0014 
    	char unknown24[16200]; //0x0018
    	Vector rdViewAngles; //0x3F60 
    };
    
    class MW2_ClientInfo_T
    {
    public:
    	char	Unknown1[12];
    	char	Name[16]; //0x000C  
    	__int32 Team; //0x001C  
    	__int32 Team2; //0x0020  
    	char	unknown36[8]; //0x0024
    	__int32	perk;			//0x002C
    	char	unknown48[16]; //0x0030
    	char	BodyModel[64]; //0x0040  
    	char	HeadModel[64]; //0x0080  
    	char	WeaponModel[64]; //0x00C0  
    	char	WeaponModel2[64]; //0x0100  
    	char	WeaponExplosive[64]; //0x0140 
    	char	unknown372[552]; //0x0180
    	__int32	Pose; //0x03A8  
    	char	unknown936[96]; //0x03AC
    	__int32	pose2; //0x040C  
    	char	unknown1028[284]; //0x0410
    };
    
    class MW2_Entity_T
    {
    public:
    	__int16		unknown0; //0x0000
    	__int8		Valid; //0x0002  
    	char		unknown4[21]; //0x0003
    	Vector		Origin; //0x0018
    	char unknown36[72]; //0x0024
    	__int32		Pose; //0x006C  
    	char		unknown109[12]; //0x0070
    	float fPitch; //0x007C  
    	float fYaw; //0x0080  
    	float fRoll; //0x0084 
    	char		unknown136[84]; //0x0088
    	__int32		ClientNumber; //0x00DC 
    	__int32		EntityType; //0x00E0  
    	__int8		PlayerPose; //0x00E4  
    	__int8		Shooting; //0x00E5  
    	__int8		Zoomed; //0x00E6  
    	char		unknown231[193]; //0x00E7
    	__int16		WeaponNum; //0x01A8  
    	char		unknown426[50]; //0x01AA
    	__int32		IsAlive; //0x01DC
    	char		unknown480[36]; //0x01E0
    };
    
    enum entity_type_t
    {
    	ET_GENERAL            = 0,
    	ET_PLAYER            = 1,
    	ET_PLAYER_CORPSE    = 2,
    	ET_ITEM                = 3,
    	ET_EXPLOSIVE            = 4,
    	ET_INVISIBLE        = 5,
    	ET_SCRIPTMOVER        = 6,
    	ET_SOUND_BLEND        = 7,
    	ET_FX                = 8,
    	ET_LOOP_FX            = 9,
    	ET_PRIMARY_LIGHT    = 10,
    	ET_TURRET            = 11,
    	ET_HELICOPTER        = 12,
    	ET_PLANE            = 13,
    	ET_VEHICLE            = 14,
    	ET_VEHICLE_COLLMAP    = 15,
    	ET_VEHICLE_CORPSE    = 16,
    	ET_VEHICLE_SPAWNER    = 17
    };  
    
    class cPlayerInfo
    {
    public:
    	COLORREF	color;
    };
    
    // globals read from COD6
    int my_team;
    //int viewstatus;
    int kills;
    int deaths;
    int lastkills = 0;
    int lastdeaths = 0;
    int killcount;
    
    cPlayerInfo			player[PLAYERMAX];
    DWORD				IsInGame;
    MW2_ClientInfo_T	         mw2_clientinfo[PLAYERMAX];		
    MW2_Entity_T		         mw2_entities[ENTITIESMAX];		// get a copy of entities
    MW2_View_Y			 mw2_view;
    MW2_RefDef_T                 refdef;
    MW2_CG_T                       CG_T;
    long				         gTicks = 0;
    
    int					mouse_move_x = 0;
    int					mouse_move_y = 0;
    int		   wndpos[2] = {0, 0};
    
    // Globals
    wchar_t status[512] = L"waiting";	//status message to display
    
    WCHAR                   *g_wcpAppName	= APPNAME;	
    INT                     g_iWidth		= 800;	
    INT                     g_iHeight		= 600;	
    MARGINS                 g_mgDWMMargins	= {-1, -1, -1, -1};
    IDirect3D9Ex            *g_pD3D			= NULL;		
    IDirect3DDevice9Ex      *g_pD3DDevice	= NULL;		
    ID3DXLine				*line			= NULL;	
    ID3DXLine				*back_line		= NULL;
    ID3DXLine				*chrosshair_line= NULL;		
    ID3DXFont				*g_font			= NULL;	
    ID3DXFont				*g_killstreak_font = NULL;	
    //ID3DXFont				*g_kills_font = NULL;		
    HANDLE                                     ConsolehWnd
    
    HANDLE					mw2_process		= NULL;
    DWORD					mw2_pid			= 0;		
    HWND					mw2_hwnd		= NULL;	
    int						resolution[2];				
    int						screencenter[2];			
    int						mouse_center[2];			
    int						border_x, border_y;			
    
    bool					        init_ok = FALSE;
    //===========================================================================
    //---------------------------------------------------------------------------
    int MinDist( float dists[] );
    bool FindAngle( Vector target, Vector player, float *ftraj_angle, float range );
    void DrawString(int x, int y, COLORREF color, bool center, char* text);
    void DrawBox(int x, int y, int w, int h, COLORREF color);
    bool WorldToScreen(const Vector &WorldLocation, float *fScreenX, float *fScreenY);
    void ReadGame();
    void Esp();
    void CrossHair();
    void Render();
    void DisplayStatus();
    void Toggles();
    //---------------------------------------------------------------------------
    Vector viewangles;
    
    // toggles for Fn keys
    #define	FN_TOGGLES		3
    bool	Fn[FN_TOGGLES] = {
    	true, true,		// F1 F2
    	true		// F3 F4
    };
    wchar_t*	Fn_label[FN_TOGGLES] = {
    	L"crosshair",	// F1
    	L"box esp",		// F2
    	L"status"		// F3
    };
    bool aimbot = true;
    bool boxEsp = true;
    bool crosshair = true;
    
    //---------------------------------------------------------------------------
    // Render()
    //
    // Render the scene to the back buffer
    VOID Render(VOID)
    {
    	gTicks++;
    
    	// Sanity check
    	if(g_pD3DDevice == NULL) return;
    
    	// Clear the back buffer and z buffer to transparent
    	g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, ARGB_TRANS, 1.0f, 0);
    
    	// Render scene
    	if (SUCCEEDED(g_pD3DDevice->BeginScene()))
    	{
    
    		if (init_ok)		// if everything is correctly initialised
    		{
    			IsInGame = 0;
    			ReadGame();		// read all structures in memory
    			Toggles();
    			Esp();			// draw game overlay
                            Aimbot();
    			CrossHair();
    			DisplayStatus();
    		}
    
    		g_pD3DDevice->EndScene();
    	}
    
    	// Update display
    	g_pD3DDevice->PresentEx(NULL, NULL, NULL, NULL, NULL);
    }
    
    //---------------------------------------------------------------------------
    // WinMain()
    //
    // Program entry point
    //---------------------------------------------------------------------------
    INT WINAPI WinMain(HINSTANCE hInstance, HINSTANCE, LPSTR, INT)
    {
    	HWND       hWnd  = NULL;
    	MSG        uMsg;
    	HRESULT	   hr;
    
    	//----------Enabling the Console Window----------//
    	AllocConsole();
    
        ConsolehWnd = GetStdHandle(STD_OUTPUT_HANDLE);
        int hCrt = _open_osfhandle((long) ConsolehWnd, _O_TEXT);
        FILE* hf_out = _fdopen(hCrt, "w");
        setvbuf(hf_out, NULL, _IONBF, 1);
        *stdout = *hf_out;
    
        HANDLE handle_in = GetStdHandle(STD_INPUT_HANDLE);
        hCrt = _open_osfhandle((long) handle_in, _O_TEXT);
        FILE* hf_in = _fdopen(hCrt, "r");
        setvbuf(hf_in, NULL, _IONBF, 128);
        *stdin = *hf_in;
    	//------------------------------------------------//
    
    	CreateMutex(0,false,MUTEXNAME );
    	if(GetLastError())
    	{ 
    		MessageBox(0,L"External BoxESP is already running!",L"Error",MB_ICONERROR); 
    		return 0;
    	}
    
    	WaitForLoad();
    
    	WNDCLASSEX wc    = {sizeof(WNDCLASSEX),              // cbSize
    		NULL,                            // style
    		WindowProc,                      // lpfnWndProc
    		NULL,                            // cbClsExtra
    		NULL,                            // cbWndExtra
    		hInstance,                       // hInstance
    		LoadIcon(NULL, IDI_APPLICATION), // hIcon
    		LoadCursor(NULL, IDC_ARROW),     // hCursor
    		NULL,                            // hbrBackground
    		NULL,                            // lpszMenuName
    		g_wcpAppName,                    // lpszClassName
    		LoadIcon(NULL, IDI_APPLICATION)};// hIconSm
    
    	RegisterClassEx(&wc);
    	hWnd = CreateWindowEx(WS_EX_TOPMOST | WS_EX_COMPOSITED | WS_EX_TRANSPARENT | WS_EX_LAYERED, 
    		g_wcpAppName,                 // lpClassName
    		g_wcpAppName,                 // lpWindowName
    		WS_POPUP,			        // dwStyle
    		CW_USEDEFAULT, CW_USEDEFAULT, // x, y
    		g_iWidth, g_iHeight,          // nWidth, nHeight
    		NULL,                         // hWndParent
    		NULL,                         // hMenu
    		hInstance,                    // hInstance
    		NULL);                        // lpParam
    
    	// Extend glass to cover whole window
    	hr = DwmExtendFrameIntoClientArea(hWnd, &g_mgDWMMargins);
    
    	if (SUCCEEDED(D3DStartup(hWnd)))
    	{
    		// Show the window
    		ShowWindow(hWnd, SW_SHOWDEFAULT);
    		UpdateWindow(hWnd);
    
    		// Enter main loop
    		while(TRUE)
    		{
    			// Check for a message
    			if(PeekMessage(&uMsg, NULL, 0, 0, PM_REMOVE))
    			{
    				// Check if the message is WM_QUIT
    				if(uMsg.message == WM_QUIT)
    				{
    					// Break out of main loop
    					break;
    				}
    
    				// Pump the message
    				TranslateMessage(&uMsg);
    				DispatchMessage(&uMsg);
    			}
    			// Check if we need initialization
    			if (mw2_hwnd == NULL) {
    				mw2_hwnd = FindWindow(NULL,L"Modern Warfare 2");
    				if (mw2_hwnd != NULL)
    					swprintf_s(status, L"app found\n");
    			}
    
    			if ((mw2_hwnd != NULL) && (mw2_pid == 0)) {
    				GetWindowThreadProcessId(mw2_hwnd,&mw2_pid);
    			}
    			if ((mw2_process == NULL) && (mw2_pid != 0)) {
    				mw2_process = OpenProcess(PROCESS_VM_READ,false,mw2_pid);
    			}
    			if (mw2_process != NULL) {
    				if ((!init_ok) || ((gTicks % 20) == 0)) {
    					RECT client_rect;
    					GetClientRect(mw2_hwnd, &client_rect);
    					resolution[0] = client_rect.right;
    					resolution[1] = client_rect.bottom;
    					screencenter[0] = resolution[0]/2;
    					screencenter[1] = resolution[1]/2;
    					RECT bounding_rect;
    					GetWindowRect(mw2_hwnd,&bounding_rect);
    					mouse_center[0] = (bounding_rect.right - bounding_rect.left) / 2;
    					mouse_center[1] = (bounding_rect.bottom - bounding_rect.top) / 2;
    					border_x = ::GetSystemMetrics(SM_CXBORDER);
    					border_y = ::GetSystemMetrics(SM_CYCAPTION);
    					if (init_ok) {
    						if ((wndpos[0] != bounding_rect.left) || (wndpos[1] != bounding_rect.top)) {
    							MoveWindow(hWnd, bounding_rect.left,bounding_rect.top, resolution[0],resolution[1],false);
    							wndpos[0] = bounding_rect.left;
    							wndpos[1] = bounding_rect.top;
    						}
    					} else {
    						if ((bounding_rect.left == 0) && (bounding_rect.top == 0)) {
    							// we force a 1 pixel move, otherwise the window is not resized (bug?)
    							MoveWindow(hWnd, -1, -1, resolution[0],resolution[1],false);
    						}
    						MoveWindow(hWnd, bounding_rect.left,bounding_rect.top, resolution[0],resolution[1],false);
    						wndpos[0] = bounding_rect.left;
    						wndpos[1] = bounding_rect.top;
    
    						D3DShutdown();
    						D3DStartup(hWnd);
    					}
    
    					init_ok = true;	
    				}
    			}
    
    			Render();
    
    			if ((init_ok) && ((gTicks % 10) == 0)) {		// check only every 10 frames
    				if (FindWindow(NULL,L"Modern Warfare 2") == NULL) {
    					SendMessage(hWnd, WM_CLOSE, NULL, NULL);	// quit if game is closed
    				}
    			}
    		}
    	}
    
    	// Shutdown Direct3D
    	D3DShutdown();
    
    	// Exit application
    	return 0;
    }
    
    //---------------------------------------------------------------------------
    void AngleVectors(const Vector &angles, Vector *forward, Vector *right, Vector *up)
    {
    	float angle;
    	static float sr, sp, sy, cr, cp, cy, cpi = (M_PI*2/360);
    
    	angle = angles.y * cpi;
    	sy = sin(angle);
    	cy = cos(angle);
    	angle = angles.x * cpi;
    	sp = sin(angle);
    	cp = cos(angle);
    	angle = angles.z * cpi;
    	sr = sin(angle);
    	cr = cos(angle);
    
    	if(forward)
    	{
    		forward->x = cp*cy;
    		forward->y = cp*sy;
    		forward->z = -sp;
    	}
    
    	if(right)
    	{
    		right->x = (-1*sr*sp*cy+-1*cr*-sy);
    		right->y = (-1*sr*sp*sy+-1*cr*cy);
    		right->z = -1*sr*cp;
    	}
    
    	if(up)
    	{
    		up->x = (cr*sp*cy+-sr*-sy);
    		up->y = (cr*sp*sy+-sr*cy);
    		up->z = cr*cp;
    	}
    }
    //---------------------------------------------------------------------------
    bool WorldToScreen(const Vector &WorldLocation, float *fScreenX, float *fScreenY)
    {
    	Vector vLocal, vTransForm, vForward, vRight, vUpward;
    	
    	AngleVectors(viewangles,&vForward,&vRight,&vUpward);
    	vLocal = WorldLocation - refdef.Origin;
    
    	vTransForm.x = vLocal.dotproduct(vRight);
    	vTransForm.y = vLocal.dotproduct(vUpward);
    	vTransForm.z = vLocal.dotproduct(vForward);
    
    	if (vTransForm.z < 0.01)
    		return false;
    
    	*fScreenX = screencenter[0] + (screencenter[0]/vTransForm.z * (1/refdef.fov_x)) * vTransForm.x;
    	*fScreenY = screencenter[1] - (screencenter[1]/vTransForm.z * (1/refdef.fov_y)) * vTransForm.y;
    
    	return true;
    }
    //---------------------------------------------------------------------------
    void DrawBox(float x, float y, float w, float h, COLORREF color)
    {
    	x += border_x;
    	y += border_y;
    
    	D3DXVECTOR2 points[5];  
    	points[0] = D3DXVECTOR2(x,		y);  
    	points[1] = D3DXVECTOR2(x+w,	y);  
    	points[2] = D3DXVECTOR2(x+w,	y+h);  
    	points[3] = D3DXVECTOR2(x,		y+h);  
    	points[4] = D3DXVECTOR2(x,		y);  
    	line->Draw(points, 5, color);
    }
    
    //---------------------------------------------------------------------------
    void ReadGame()
    {
    	ReadProcessMemory(mw2_process,(PVOID)ISINGAME,&IsInGame,4,NULL);
    
    	if (IsInGame)
    	{
    		ReadProcessMemory(mw2_process,(PVOID)(CG),&CG_T,sizeof(MW2_CG_T),NULL);
    		ReadProcessMemory(mw2_process,(PVOID)(REFDEF),&refdef,sizeof(MW2_RefDef_T),NULL);
    
    		ReadProcessMemory(mw2_process,(PVOID)(VIEWANGLEY-0x40),&mw2_view,sizeof(mw2_view), NULL);
    		viewangles = mw2_view.viewAngles;
    
    		ReadProcessMemory(mw2_process,(PVOID)ENTITY,mw2_entities,sizeof(mw2_entities),NULL);
    		ReadProcessMemory(mw2_process,(PVOID)CLIENTINFO,mw2_clientinfo,sizeof(mw2_clientinfo),NULL);
    		for(int i = 0; i < PLAYERMAX; i++)
    		{
    			if (CG_T.ClientNumber == mw2_entities[i].ClientNumber) {
    				my_team = mw2_clientinfo[i].Team;
    				break;
    			}
    		}
    	}
    }
    
    void Esp()
    {
    	float drawx, drawy;
    	bool enemy;
    	float ScreenX, ScreenY;
    
    	if (!IsInGame)
    		return;
    
    	for(int i = 0; i < ENTITIESMAX; i++)
    	{
    		if ((i < PLAYERMAX) && (mw2_entities[i].EntityType == ET_PLAYER)
                           && mw2_entities[i].Valid && mw2_entities[i].IsAlive 
                           && (CG_T.ClientNumber != mw2_entities[i].ClientNumber)) //Check if the CG Client is the EntityClient ?????
    		{
    			enemy = false;
    			if (mw2_entities[i].IsAlive & 0x0001)
    			{
    				if ( ((mw2_clientinfo[i].Team == 1) || (mw2_clientinfo[i].Team == 2)) && (mw2_clientinfo[i].Team == my_team) )// same team
    					player[i].color = COLOR_ENEMY;
    				else{
    					enemy = true;
    					player[i].color = COLOR_FRIEND;
    				}
    			} else
    				player[i].color = COLOR_DEAD;
    
    			if (WorldToScreen(mw2_entities[i].Origin, &ScreenX, &ScreenY))
    			{
    				// player[i].Origin is at the players foot
    				float headX, headY;
    				Vector head = mw2_entities[i].Origin;
    				head.z += 60;
    				WorldToScreen(head, &headX, &headY);	
    				drawy = ScreenY - headY;	
    				if (drawy < 10)		// minimal size of the box
    					drawy = 10;
    				if (mw2_entities[i].Pose & FLAGS_CROUCHED)
    				{
    					drawy /= 1.5f;
    					drawx = drawy / 1.5f;		// w/h ratio
    				}
    				else if (mw2_entities[i].Pose & FLAGS_PRONE)
    				{
    					drawy /= 3.f;
    					drawx = drawy * 2.f;		// w/h ratio
    				}
    				else
    					drawx = drawy / 2.75f;		// standing up
    
    				if (Fn[1]) {		// F2 box
    					DrawBox(ScreenX-(drawx/2),ScreenY,drawx,-drawy,player[i].color);
    				}
    			}
    		} else if ((mw2_entities[i].EntityType == ET_TURRET) || (mw2_entities[i].EntityType == ET_EXPLOSIVE)) {
    			if (mw2_entities[i].IsAlive & 0x01) {
    				COLORREF color = (mw2_entities[i].EntityType == ET_TURRET) ? COLOR_SENTRY : COLOR_EXPLOSIVE;
    				if (WorldToScreen(mw2_entities[i].Origin, &ScreenX, &ScreenY))
    				{
    					if (mw2_entities[i].EntityType == ET_TURRET)
    					{
    						float headX, headY;
    						Vector head = mw2_entities[i].Origin;
    						head.z += 20;
    						WorldToScreen(head, &headX, &headY);
    						drawy = ScreenY - headY;
    						if (drawy < 5)		// minimal size of the box
    							drawy = 5;
    						drawx = drawy / 2.75f;
    
    						DrawBox(ScreenX-(drawx/2),ScreenY,drawx,-drawy,color);	
    					}
    				}
    
    			}
    		} else if (mw2_entities[i].EntityType == ET_SCRIPTMOVER) {
    			// HQ?
    			if (DEBUG_HQ) {
    				if (WorldToScreen(mw2_entities[i].Origin, &ScreenX, &ScreenY)) {
    					char str[128];
    					sprintf_s(str, "%i/%i/%i", i, mw2_entities[i].IsAlive, mw2_entities[i].unknown0);
    					DrawString(ScreenX,ScreenY,0x7FFFFFFF,str, g_font);
    				}
    			}
    		}
    	}
    }


    Any ideas about what should I do? Thanks
    Last edited by MarkHC; 06-18-2012 at 01:29 PM.


    CoD Minion from 09/19/2012 to 01/10/2013

  7. #6
    laazyboy13's Avatar
    Join Date
    Jul 2011
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    General Shepherd, I put in a status in my external so that it would write my x and y angles as well as my position. However, if I stand still mypos stays the same, if I walk, it should constantly move, but it seems to change though it bounces really fast between slightly lower and higher

    hopefully that made sense, but it could be a problem with reading mypos from refdef. Not sure, just a theory

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