ESP Combat Arms Reloaded

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ESP Combat Arms Reloaded
Hello guys.
I am a beginner with hacking and am having difficulty creating ESP for the combat arms reloaded
who can help i will be very grateful



Code used
Code:
BOOL WorldToScreen(LPDIRECT3DDEVICE9 pDevice, D3DXVECTOR3 Pos, D3DXVECTOR3* Posicao)
{
	D3DXMATRIX Projecao, Ver, Mundo;
	D3DVIEWPORT9 pViewPort;
	D3DXVECTOR3 dvWorld(Pos.x, Pos.y, Pos.z);
	pDevice->GetTransform(D3DTS_VIEW, &Ver);
	pDevice->GetTransform(D3DTS_PROJECTION, &Projecao);
	pDevice->GetTransform(D3DTS_WORLD, &Mundo);
	pDevice->GetViewport(&pViewPort);
	D3DXVec3Project(Posicao, &dvWorld, &pViewPort, &Projecao, &Ver, &Mundo);
	if (Posicao->z < 1)
		return true;
	return false;
}

BOOL ValidPointer(VOID* Pointer)
{
    return !IsBadReadPtr(Pointer, 4) && Pointer;
}

void DrawESP(LPDIRECT3DDEVICE9 pDev)
{
	GetPlayerByIndex = (lpGetPlayerByIndex)0x373ECE90;//PLAYERBYINDEX
	unsigned long ulThis = *(unsigned long *)(0x37A92D1C);//CLIENTINFOMGR
	GetLocalPlayer = (lpGetLocalPlayer)0x373ED140;//LOCALPLAYER
	for (INT i = 0; i < 16; i++)
	{
		cPlayerInfo *pPlayer = GetPlayerByIndex(ulThis, i);
		cPlayerInfo *pLocal = GetLocalPlayer(ulThis);
		if (ValidPointer(pPlayer) && ValidPointer(pPlayer->Object))
		{
			D3DXVECTOR3 FootPos;
			Transform FootScreen;
			pLTModel = (cLTModel*)0x7760F0;//LTModel
			pLTModel->GetNodeTransform((INT *)pPlayer->Object, 8, &FootScreen, TRUE);
			if (!pPlayer->pIsDead)
			{		
				if (WorldToScreen(pDev, FootPos, &FootScreen.Pos))
				{
					if (pPlayer->pTeam != pLocal->pTeam)
					{
						if (!pLocal->pIsDead)
						{
							DesenharLinha((FLOAT)GetSystemMetrics(0) / 2, (FLOAT)GetSystemMetrics(1), FootScreen.Pos.x, FootScreen.Pos.y + 3, 1, Red);
						}
					}else{
						if (!pLocal->pIsDead)
						{
							DesenharLinha((FLOAT)GetSystemMetrics(0) / 2, (FLOAT)GetSystemMetrics(1), FootScreen.Pos.x, FootScreen.Pos.y + 3, 1, Blue);
						}
					}
				}
			}
		}
	}
}
The problem I'm having.
I realized that I made a mistake in the WorldToScreen
if (WorldToScreen(pDev, FootScreen.Pos, &FootPos))
but now it's like this

function of the WorldToScreen
BOOL WorldToScreen(LPDIRECT3DDEVICE9 pDevice, D3DXVECTOR3 Pos, D3DXVECTOR3* Posicao)
{
D3DXMATRIX Projecao, Ver, Mundo;
D3DVIEWPORT9 pViewPort;
D3DXVECTOR3 dvWorld(Pos.x, Pos.y, Pos.z);
pDevice->GetViewport(&pViewPort);
pDevice->GetTransform(D3DTS_VIEW, &Ver);
pDevice->GetTransform(D3DTS_PROJECTION, &Projecao);
pDevice->GetTransform(D3DTS_WORLD, &Mundo);
D3DXVec3Project(Posicao, &dvWorld, &pViewPort, &Projecao, &Ver, &Mundo);
if (Posicao->z < 1)
return true;
return false;
}
since it seems like no one else is willing to help ya...I'll open some of my old projects when I get home, post my working world to screen and see if it clears anything up
Interested to see too
Hey
My friend add me for i can send u DM
offsets
tell me from where u got offsets?
Hey, I can help you out, pm me.
Posts 1–8 of 8 · Page 1 of 1

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