World2Screen Problems

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World2Screen Problems
Hey guys,

I'm trying to convert my nooby incross triggerbot to a World2Screen based one, but I'm having some problems. It results in screen coordinates like {5.55555e-40, 4.4444e-38} every time. I've tried various C&P world2screen functions, and I think that the player locations I'm reading are correct. I'm fairly certain that my ViewMatrix is wrong somehow. When I print it, I get values like

-4.1231e-41 3.21232e-38 2.1121e-37 2.2222e-10
0 0 7.554e-40 -3.3141e-41
0 0 0 0
-2.3213e-40 3.44444e-39 2.2313e-30 1.34232e-40

...which looks KIND OF right since the third row is empty but I'm pretty sure those values are kinda wild. The offset I'm using is from the offset thread:
EngineRender -> m_dwViewMatrix: ________________ 0x04A4E584
(Is that the correct one?)
Here's the code I'm using to read from that location in memory:
typedef struct{
float view[4][4];
}Matrix;

struct Person{
...
Matrix matrix;
};

me.matrix = mem.Read<Matrix>(client + dwMatrix);
//"me" is a Person, mem is a ProcMem-like object, client is the handle of the CSGO client (it's correct), and dwMatrix is the offset shown above.
I can show some of the World2Screen functions I've tried, but I really don't think that's where my problem is stemming from. In any event, I am an experienced programmer but right now I am at a total loss as to what to look at next. Any help would be appreciated!
That's the good offset, ur function may be broken somewhere..
Turns out the matrix is just flickering a lot, when I actually implemented the drawing I saw esp boxes which are just hard to see. Thread can probably be closed on account of the fact that I'm dumb.
Why are you switching to W2S?
Quote Originally Posted by 4nuoFZf9aE View Post
Why are you switching to W2S?
Is that you, RWBY? I recognize all the AGK lol.

Anyway the incross isn't very reliable at range or near smoke. I've switched to W2S now (the matrix was just flickering) and that allowed me to easily add ESP. But the drawing is very flickery and it's not super responsive. Oh well...
I would suggest running a ray trace and checking hitbox but it seems you're doing an external, I beleive there's a method called BSP parsing that allows you to do this if you want to look into it.

As for WorldToScreen, the math behind it has be pasted just about everywhere, its probably your viewmatrix being incorrect
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