~FALLEN~ Q & A ( Coding Only )
World2Screen (again lol)

Left side is world position of clients and right side is corresponding screen coordinate from W2S. Something is pretty wrong with this
This is my W2S:

I comment some of the code out so it always returns true so i can see what the screen coords are.
The pDevice in pRenderer is from Present. Maybe i need to call GetTransform in EndScene?

Left side is world position of clients and right side is corresponding screen coordinate from W2S. Something is pretty wrong with this

This is my W2S:

I comment some of the code out so it always returns true so i can see what the screen coords are.
The pDevice in pRenderer is from Present. Maybe i need to call GetTransform in EndScene?
yeah thx
for your w2s sharing
now i found my mistake.. i made it like this >
it was working while using detouring now i need new pDevice (i hooked in another way) 
---------- Post added at 12:46 PM ---------- Previous post was at 12:44 PM ----------
yeah i know the pointer to it
but now how to find the structs for esp?
i have some old crap like that >
for your w2s sharing
now i found my mistake.. i made it like this > Code:
bool WorldToScreen(LPDIRECT3DDEVICE9 pDev, PlayerInfo* pPlayer, D3DXVECTOR3* Pos)
{
D3DXVECTOR3 vWorld = pPlayer->Object->test1;
D3DVIEWPORT9 viewPort = {0};
D3DXMATRIX projection, view, world;
pDev->GetTransform(D3DTS_VIEW, &view);
pDev->GetTransform(D3DTS_PROJECTION, &projection);
pDev->GetTransform(D3DTS_WORLD, &world);
pDev->GetViewport(&viewPort);
D3DXVec3Project(Pos, &vWorld, &viewPort, &projection, &view, &world);
if(Pos->z < 1)
{
return true;
}
return false;
}

---------- Post added at 12:46 PM ---------- Previous post was at 12:44 PM ----------
yeah i know the pointer to it
but now how to find the structs for esp?i have some old crap like that >
Code:
struct _Object
{
public:
char _0x0000[4];
D3DXVECTOR3 Position;
D3DXVECTOR3 test0;
char _0x001C[192];
D3DXVECTOR3 test1;
char _0x00E8[856];
};
struct PlayerInfo
{
public:
__int32 Get;
_Object* Object;
BYTE ClientID;
__int8 Team;
char Name[12];
__int16 check;
__int8 Alive;
__int8 check2;
__int32 PlayerSlotTeam;
__int32 Tester;
bool Has_C4;
__int32 State;
__int32 Rank;
__int32 Tester2;
__int32 CheckAgain1;
__int8 iHealth;
__int8 iHealth2;
};
Cool thread but for my first question:
How could I make a hotkey in my hack?
How could I make a hotkey in my hack?
@~FALLEN~
Hi
Long time Not wrote^^
2x questions
- how to Update or find the object ans player structs for esp
- i'm trying at the Moment to bypass client Error with looking in the msv.. dll's ?! Is this the false way, if yes, where i sould Look?
Thx
Hi
Long time Not wrote^^2x questions
- how to Update or find the object ans player structs for esp
- i'm trying at the Moment to bypass client Error with looking in the msv.. dll's ?! Is this the false way, if yes, where i sould Look?
Thx

could you explain more plz?
is it done by changing the pointer to point to your modified function?
i have seen a very old MW2 hack which uses this method..
hope i didnt exceed number of allowed questions![=]](/forum/images/emotions/=].gif)
EDIT:
i think @Twack uses this method as appears in his W2S
is it done by changing the pointer to point to your modified function?
i have seen a very old MW2 hack which uses this method..
hope i didnt exceed number of allowed questions
![=]](/forum/images/emotions/=].gif)
EDIT:
i think @Twack uses this method as appears in his W2S
Virtual method table - Wikipedia, the free encyclopedia
Example:
*reinterpret_cast< unsigned long* >( &VTable[Index ] ) = reinterpret_cast< unsigned long >( YourFunction );
Example:
*reinterpret_cast< unsigned long* >( &VTable[Index ] ) = reinterpret_cast< unsigned long >( YourFunction );
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