Thread: CSGO ESP Making

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  1. #1
    SynqZ's Avatar
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    CSGO ESP Making

    I have been watching FLEEP's videos on how to make an esp and I haven't followed along, simply watching. Then when I went to follow along from the beginning, for some reason, the ESP template file thingy wont open in VS 2013, so i installed VS 2010 and it still gives me an error.
    I really need help as I want to start of attempting this sort of stuff
    @Merccy2 Help
     

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    Download Mercyy2 s cheats. You have source in rar. Now have funnnn

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    Quote Originally Posted by SynqZ View Post
    I have been watching FLEEP's videos on how to make an esp and I haven't followed along, simply watching. Then when I went to follow along from the beginning, for some reason, the ESP template file thingy wont open in VS 2013, so i installed VS 2010 and it still gives me an error.
    I really need help as I want to start of attempting this sort of stuff
    @Merccy2 Help
    First create an application where you can draw on the screen without it fucking op csgo (so transparent and clickthrough).

    Then get entity data lookup an tutorial.

    Get the view matrix

    Google WorldToscreen

    Draw
    If you have any questions regarding my hacks, add me on Discord: Merccy#8314

  4. #4
    SynqZ's Avatar
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    Quote Originally Posted by Merccy2 View Post
    First create an application where you can draw on the screen without it fucking op csgo (so transparent and clickthrough).

    Then get entity data lookup an tutorial.

    Get the view matrix

    Google WorldToscreen

    Draw
    bool WorldToScreen(Vector3D World, float *ScreenX, float *ScreenY)
    {
    //Get the enemy position
    Vector3D Position = VectorSubtract(World, RefDef->Origin);
    Vector3D Transform;

    //Get the Dot Products from the View Angles of the player
    Transform.x = DotProduct(Position, RefDef->viewAxis[1]);
    Transform.y = DotProduct(Position, RefDef->viewAxis[2]);
    Transform.z = DotProduct(Position, RefDef->viewAxis[0]);

    //Make sure the enemy is in front of the player. If not, return.
    if (Transform.z < 0.1f)
    return false;

    //Calculate the center of the screen
    Vector2D Center = Vector2D((float)RefDef->Width * 0.5f, (float)RefDef->Height * 0.5f);

    //Calculates the screen coordinates
    *ScreenX = Center.x * (1 - (Transform.x / RefDef->fov.x / Transform.z));
    *ScreenY = Center.y * (1 - (Transform.y / RefDef->fov.y / Transform.z));

    return true;
    }

    Just took this off sum1's old post on mpgh lmao.
    And is the ViewMatrix thingy on the offsets thread? I remember seeing the viewmatrix on it
     

  5. #5
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    Quote Originally Posted by SynqZ View Post
    bool WorldToScreen(Vector3D World, float *ScreenX, float *ScreenY)
    {
    //Get the enemy position
    Vector3D Position = VectorSubtract(World, RefDef->Origin);
    Vector3D Transform;

    //Get the Dot Products from the View Angles of the player
    Transform.x = DotProduct(Position, RefDef->viewAxis[1]);
    Transform.y = DotProduct(Position, RefDef->viewAxis[2]);
    Transform.z = DotProduct(Position, RefDef->viewAxis[0]);

    //Make sure the enemy is in front of the player. If not, return.
    if (Transform.z < 0.1f)
    return false;

    //Calculate the center of the screen
    Vector2D Center = Vector2D((float)RefDef->Width * 0.5f, (float)RefDef->Height * 0.5f);

    //Calculates the screen coordinates
    *ScreenX = Center.x * (1 - (Transform.x / RefDef->fov.x / Transform.z));
    *ScreenY = Center.y * (1 - (Transform.y / RefDef->fov.y / Transform.z));

    return true;
    }

    Just took this off sum1's old post on mpgh lmao.
    And is the ViewMatrix thingy on the offsets thread? I remember seeing the viewmatrix on it
    Yes it is there

    That w2s doesnt use a viewmatrix search for a different one

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