Well, I decided that my W2S looks like it's not working.
Can you guys confirm that it's the one making my esp not work?
Classes:
Code:
class CILTDrawPrim
{
public:
virtual void function0(); //
virtual void function1(); //
virtual void function2(); //
virtual void function3(); //
virtual void function4(); //
virtual void function5(); //
virtual void function6(); //
virtual void function7(); //
virtual void function8(); //
virtual void function9(); //
virtual void function10(); //
virtual void function11(); //
virtual void function12(); //
virtual void function13(); //
virtual void function14(); //
virtual void function15(); //
virtual void function16(); //
virtual void function17(); //
virtual void function18(); //
virtual void function19(); //
virtual void function20(); //
virtual void function21(); //
virtual void function22(); //
virtual void function23(); //
virtual void function24(); //
virtual void function25(); //
virtual void function26(); //
virtual void function27(); //
virtual void function28(); //
virtual void function29(); //
virtual void function30(); //
virtual void function31(); //
virtual void function32(); //
virtual void function33(); //
virtual void function34(); //
virtual void function35(); //
virtual void function36(); //
virtual void function37(); //
virtual void function38(); //
virtual void function39(); //
virtual void function40(); //
virtual void function41(); //
virtual void function42(); //
virtual void function43(); //
virtual void function44(); //
virtual void function45(); //
virtual void function46(); //
virtual void function47(); //
virtual void function48(); //
virtual void function49(); //
virtual HRESULT Project( float x, float y, float z, D3DXVECTOR3* pProjectOut, D3DXVECTOR3* pTransformOut); //
char unknown[17232]; //0x0004
D3DXMATRIX World; //0x4354
D3DXMATRIX View; //0x4394
D3DXMATRIX Projection; //0x43D4
};
W2S:
Code:
bool WorldToScreen(LPDIRECT3DDEVICE9 pDevice, PlayerInfo* pPlayer, D3DXVECTOR3* pScreenPos)
{
CILTDrawPrim* pDrawPrim = *(CILTDrawPrim**)0x8024F8 ;
D3DXVECTOR3 vWorld(pPlayer->obj->origin.x ,pPlayer->obj->origin.y, pPlayer->obj->origin.z);
D3DVIEWPORT9 viewPort = {0};
D3DXMATRIX projection, view, world;
pDevice->GetTransform(D3DTS_VIEW, &view);
pDevice->GetTransform(D3DTS_PROJECTION, &projection);
pDevice->GetTransform(D3DTS_WORLD, &world);
pDevice->GetViewport(&viewPort);
D3DXVec3Project(pScreenPos, &vWorld, &viewPort, &pDrawPrim->Projection, &pDrawPrim->View, &pDrawPrim->World);
return( pScreenPos->z < 1.0f );
}
If you are kind enough, can you give me updated WorldToScreen? Thanks

It may not be my W2s though, It may be my structs

but I doubt it cause the boxes just show in a straight line, not where they should be.