Bounding Boxes (2D) ESP

Posts 1–9 of 9 · Page 1 of 1
Bounding Boxes (2D) ESP
My ESP is causing random lines to occur all over the screen? Why?
They just continue after finishing making the box, like this (otherwise its perfect, resizes to fit player, if crouching, etc...):

Code:
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This happens on all different corners, randomly, and sometimes it comes from the corner of my screen...


Code:
D3DXVECTOR3 BoundingBoxSideOffset = D3DXVECTOR3(65, 0, 0);
D3DXVECTOR3 BoxOffsetY = D3DXVECTOR3(0, 50, 0);

__forceinline void Render2DBoxBounding(LPDIRECT3DDEVICE9 D3DDevice, CFPlayer* Player, D3DCOLOR ESPColor) {
	D3DXVECTOR3 HeadPosition = (GetBonePosition((Player -> Object), 6) + BoxOffsetY);
	D3DXVECTOR3 RealFootPosition = GetBonePosition((Player -> Object), 28);
	D3DXVECTOR3 FootMidpointPosition = (D3DXVECTOR3(HeadPosition.x, RealFootPosition.y, HeadPosition.z) - BoxOffsetY);
	D3DXVECTOR3 BoundingBoxLeftTopPoint = WorldToScreenPoint(D3DDevice, (HeadPosition - BoundingBoxSideOffset));
	D3DXVECTOR3 BoundingBoxLeftBottomPoint = WorldToScreenPoint(D3DDevice, (FootMidpointPosition - BoundingBoxSideOffset));
	D3DXVECTOR3 BoundingBoxRightTopPoint = WorldToScreenPoint(D3DDevice, (HeadPosition + BoundingBoxSideOffset));
	D3DXVECTOR3 BoundingBoxRightBottomPoint = WorldToScreenPoint(D3DDevice, (FootMidpointPosition + BoundingBoxSideOffset));
	if ((BoundingBoxLeftTopPoint && BoundingBoxLeftBottomPoint) && (BoundingBoxRightTopPoint && BoundingBoxRightBottomPoint)) {
		DrawD3DLine(D3DDevice, BoundingBoxLeftTopPoint.x, BoundingBoxLeftTopPoint.y, BoundingBoxRightTopPoint.x, BoundingBoxRightTopPoint.y, ESPColor);
		DrawD3DLine(D3DDevice, BoundingBoxLeftBottomPoint.x, BoundingBoxLeftBottomPoint.y, BoundingBoxRightBottomPoint.x, BoundingBoxRightBottomPoint.y, ESPColor);
		DrawD3DLine(D3DDevice, BoundingBoxLeftTopPoint.x, BoundingBoxLeftTopPoint.y, BoundingBoxLeftBottomPoint.x, BoundingBoxLeftBottomPoint.y, ESPColor);
		DrawD3DLine(D3DDevice, BoundingBoxRightTopPoint.x, BoundingBoxRightTopPoint.y, BoundingBoxRightBottomPoint.x, BoundingBoxRightBottomPoint.y, ESPColor);
	};
};
This DrawD3DLine worked fine for other ESP's, so did WorldToScreenPoint and GetBonePosition...
This code is 10000000000% the problem.

EDIT: example using both my 2d box, and a public 3d box

https://imgur.com/a/WTwUI6nⓘ
https://imgur.com/a/jvUfELDⓘ
Quote Originally Posted by Goocolax View Post
My ESP is causing random lines to occur all over the screen? Why?
They just continue after finishing making the box, like this (otherwise its perfect, resizes to fit player, if crouching, etc...):

Code:
----------
-        -
-        -
-        -
-----------------------
         -
         -
         -
         -
This happens on all different corners, randomly, and sometimes it comes from the corner of my screen...


Code:
D3DXVECTOR3 BoundingBoxSideOffset = D3DXVECTOR3(65, 0, 0);
D3DXVECTOR3 BoxOffsetY = D3DXVECTOR3(0, 50, 0);

__forceinline void Render2DBoxBounding(LPDIRECT3DDEVICE9 D3DDevice, CFPlayer* Player, D3DCOLOR ESPColor) {
	D3DXVECTOR3 HeadPosition = (GetBonePosition((Player -> Object), 6) + BoxOffsetY);
	D3DXVECTOR3 RealFootPosition = GetBonePosition((Player -> Object), 28);
	D3DXVECTOR3 FootMidpointPosition = (D3DXVECTOR3(HeadPosition.x, RealFootPosition.y, HeadPosition.z) - BoxOffsetY);
	D3DXVECTOR3 BoundingBoxLeftTopPoint = WorldToScreenPoint(D3DDevice, (HeadPosition - BoundingBoxSideOffset));
	D3DXVECTOR3 BoundingBoxLeftBottomPoint = WorldToScreenPoint(D3DDevice, (FootMidpointPosition - BoundingBoxSideOffset));
	D3DXVECTOR3 BoundingBoxRightTopPoint = WorldToScreenPoint(D3DDevice, (HeadPosition + BoundingBoxSideOffset));
	D3DXVECTOR3 BoundingBoxRightBottomPoint = WorldToScreenPoint(D3DDevice, (FootMidpointPosition + BoundingBoxSideOffset));
	if ((BoundingBoxLeftTopPoint && BoundingBoxLeftBottomPoint) && (BoundingBoxRightTopPoint && BoundingBoxRightBottomPoint)) {
		DrawD3DLine(D3DDevice, BoundingBoxLeftTopPoint.x, BoundingBoxLeftTopPoint.y, BoundingBoxRightTopPoint.x, BoundingBoxRightTopPoint.y, ESPColor);
		DrawD3DLine(D3DDevice, BoundingBoxLeftBottomPoint.x, BoundingBoxLeftBottomPoint.y, BoundingBoxRightBottomPoint.x, BoundingBoxRightBottomPoint.y, ESPColor);
		DrawD3DLine(D3DDevice, BoundingBoxLeftTopPoint.x, BoundingBoxLeftTopPoint.y, BoundingBoxLeftBottomPoint.x, BoundingBoxLeftBottomPoint.y, ESPColor);
		DrawD3DLine(D3DDevice, BoundingBoxRightTopPoint.x, BoundingBoxRightTopPoint.y, BoundingBoxRightBottomPoint.x, BoundingBoxRightBottomPoint.y, ESPColor);
	};
};
This DrawD3DLine worked fine for other ESP's, so did WorldToScreenPoint and GetBonePosition...
This code is 10000000000% the problem.
example of ingame function of that esp
Quote Originally Posted by MemoryThePast View Post
example of ingame function of that esp
what?
i dont know what u mean
Quote Originally Posted by Goocolax View Post
what?
i dont know what u mean
i mean screenshot your esp ingame
Quote Originally Posted by MemoryThePast View Post
i mean screenshot your esp ingame
posting soon

- - - Updated - - -

Quote Originally Posted by alisonbbzz View Post
Printscreen ?
posting soon[2]

- - - Updated - - -

Quote Originally Posted by jayjay153 View Post
ez don't be angry...
not angry bruh lol

- - - Updated - - -

https://imgur.com/a/WTwUI6nⓘ
thats an image...
boxes work fine most of the time, and then sometimes random players just have that (or it goes from the edge of my screen)...
this is a HUGE problem when half the players get this in a large game!!!
it seems to depend on where im looking, etc too...

- - - Updated - - -

better example, even using public 3d box...
https://imgur.com/a/jvUfELDⓘ

- - - Updated - - -

its fixed, thanks to @vaisefud3
Quote Originally Posted by Goocolax View Post
My ESP is causing random lines to occur all over the screen? Why?
They just continue after finishing making the box, like this (otherwise its perfect, resizes to fit player, if crouching, etc...):

Code:
----------
-        -
-        -
-        -
-----------------------
         -
         -
         -
         -
This happens on all different corners, randomly, and sometimes it comes from the corner of my screen...


Code:
D3DXVECTOR3 BoundingBoxSideOffset = D3DXVECTOR3(65, 0, 0);
D3DXVECTOR3 BoxOffsetY = D3DXVECTOR3(0, 50, 0);

__forceinline void Render2DBoxBounding(LPDIRECT3DDEVICE9 D3DDevice, CFPlayer* Player, D3DCOLOR ESPColor) {
	D3DXVECTOR3 HeadPosition = (GetBonePosition((Player -> Object), 6) + BoxOffsetY);
	D3DXVECTOR3 RealFootPosition = GetBonePosition((Player -> Object), 28);
	D3DXVECTOR3 FootMidpointPosition = (D3DXVECTOR3(HeadPosition.x, RealFootPosition.y, HeadPosition.z) - BoxOffsetY);
	D3DXVECTOR3 BoundingBoxLeftTopPoint = WorldToScreenPoint(D3DDevice, (HeadPosition - BoundingBoxSideOffset));
	D3DXVECTOR3 BoundingBoxLeftBottomPoint = WorldToScreenPoint(D3DDevice, (FootMidpointPosition - BoundingBoxSideOffset));
	D3DXVECTOR3 BoundingBoxRightTopPoint = WorldToScreenPoint(D3DDevice, (HeadPosition + BoundingBoxSideOffset));
	D3DXVECTOR3 BoundingBoxRightBottomPoint = WorldToScreenPoint(D3DDevice, (FootMidpointPosition + BoundingBoxSideOffset));
	if ((BoundingBoxLeftTopPoint && BoundingBoxLeftBottomPoint) && (BoundingBoxRightTopPoint && BoundingBoxRightBottomPoint)) {
		DrawD3DLine(D3DDevice, BoundingBoxLeftTopPoint.x, BoundingBoxLeftTopPoint.y, BoundingBoxRightTopPoint.x, BoundingBoxRightTopPoint.y, ESPColor);
		DrawD3DLine(D3DDevice, BoundingBoxLeftBottomPoint.x, BoundingBoxLeftBottomPoint.y, BoundingBoxRightBottomPoint.x, BoundingBoxRightBottomPoint.y, ESPColor);
		DrawD3DLine(D3DDevice, BoundingBoxLeftTopPoint.x, BoundingBoxLeftTopPoint.y, BoundingBoxLeftBottomPoint.x, BoundingBoxLeftBottomPoint.y, ESPColor);
		DrawD3DLine(D3DDevice, BoundingBoxRightTopPoint.x, BoundingBoxRightTopPoint.y, BoundingBoxRightBottomPoint.x, BoundingBoxRightBottomPoint.y, ESPColor);
	};
};
This DrawD3DLine worked fine for other ESP's, so did WorldToScreenPoint and GetBonePosition...
This code is 10000000000% the problem.
where's wts check for the pos ?
Quote Originally Posted by 96neko View Post
where's wts check for the pos ?
what are you talking about?
i dont overwrite the original, i return a new vector *if* it can be converted
hence why i checked if it exists
Quote Originally Posted by Goocolax View Post
what are you talking about?
i dont overwrite the original, i return a new vector *if* it can be converted
hence why i checked if it exists
ez don't be angry...
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