WorldToScreen

Posts 16 of 6 · Page 1 of 1
WorldToScreen
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.
nice man (too short)
Quote Originally Posted by Wilds View Post
nice man (too short)
Its your WorldToScreen, I'v had that straight line problem before. THis was mine when it was working and before w/e classes changed

Code:
bool WorldToScreen(LPDIRECT3DDEVICE9 pDevice, PlayerInf* pPlayer, D3DXVECTOR3* Pos)
{
	CILTDrawPrim* pDrawPrim = *(CILTDrawPrim**)0x8024F8;
	PlayerInf *Main = (PlayerInf*)0xPlayerInfoPointer;//Not sue what current one is
    D3DXVECTOR3 vWorld(pPlayer->obj->origin.x ,pPlayer->obj->origin.y, pPlayer->obj->origin.z);
    D3DVIEWPORT9 viewPort = {0};
   
    pDevice->GetTransform(D3DTS_VIEW, &pDrawPrim->View);
    pDevice->GetTransform(D3DTS_PROJECTION, &pDrawPrim->Projection);
    pDevice->GetTransform(D3DTS_WORLD, &pDrawPrim->World);
    pDevice->GetViewport(&viewPort);

    D3DXVec3Project(Pos, &vWorld, &viewPort, &pDrawPrim->Projection, &pDrawPrim->View, &pDrawPrim->World);
    
    return true;

}
Code:
bool cFunctions::WorldToScreen( LPDIRECT3DDEVICE9 pDevice, D3DXVECTOR3 vWorldPos, D3DXVECTOR3 * pOut )
{

cLTClientShellBase * pClientShellBase	= (cLTClientShellBase*)(LTBase);
CILTDrawPrim* pDrawPrim = (CILTDrawPrim*)pClientShellBase->ILTDrawPrim;
D3DVIEWPORT9 viewPort = {0};
pDevice->GetViewport(&viewPort);
D3DXVec3Project( pOut, &vWorldPos, &viewPort, &pDrawPrim->Projection, &pDrawPrim->View, &pDrawPrim->World );

return ( pOut->z < 1.0f );

}
Its the DrawPrim class, or not. All classes from gell base got patched. Am i right?
Posts 16 of 6 · Page 1 of 1

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