Code:
void DrawBox( int x, int y, int w, int h, D3DCOLOR BoxColor, D3DCOLOR BorderColor)
{
DrawRect( x, y, w, h, BoxColor );
DrawBorder( x, y, w, h, 1, BorderColor );
}
struct Transform
{
D3DXVECTOR3 Pos;
unsigned char Space [0x100];
};
Transform HeadPosition, HeadPosition2, FootsPosition;
if(WorldToScreen(HeadPosition.Pos, &CameraPosHead1) && WorldToScreen(FootsPosition.Pos, &CameraPosFoots) /*&& GWorldToScreen(HeadPosition2.Pos, &CameraPos3) && WorldToScreen( FootsPosition2.Pos, &CameraPos4)*/ )
{
if(ESPBone = 1) {
D3DXVECTOR3 CameraPositionHead, CameraPositionFootL, CameraPositionFootR, CameraNeckPosition, CameraTorsoUPosition, CameraTailPosition, CameraTorsoPosition, CameraArmPosition, CameraKneeLPosition, CameraUpLegLeft, CameraKneeRPosition, CameraUpLegRight, CameraHandLeft, CameraArmDownLeft, CameraArmUpLeft, CameraHandRight, CameraArmDownRight, CameraArmUpRight;
Transform HeadPosition, NeckPosition, TorsoUPosition, TorsoPosition, TailPosition, FootLPosition, FootRPosition, ArmPosition, KneeLPosition, UpLegLeft, KneeRPosition, UpLegRight, HandLeft, ArmDownLeft, ArmUpLeft, HandRight, ArmDownRight, ArmUpRight;
UINT Torso;
UINT Torso2;
UINT Torso3;
UINT _Torso;
UINT _Torso2;
UINT _Torso3;
UINT m_Torso;
UINT m_Torso2;
UINT m_Torso3;
UINT mm_Torso;
UINT mm_Torso2;
UINT mm_Torso3;
#define FXCharacter CharFX
g_ModelLT->GetBoneNode(FXCharacter->Object,"Left_armu",Torso);
g_ModelLT->GetBoneNode(FXCharacter->Object,"Left_arml",Torso2);
g_ModelLT->GetBoneNode(FXCharacter->Object,"Left_hand",Torso3);
g_ModelLT->GetBoneNode(FXCharacter->Object,"Right_armu",_Torso);
g_ModelLT->GetBoneNode(FXCharacter->Object,"Right_arml",_Torso2);
g_ModelLT->GetBoneNode(FXCharacter->Object,"Right_hand",_Torso3);
g_ModelLT->GetBoneNode(FXCharacter->Object,"Right_legu",m_Torso);
g_ModelLT->GetBoneNode(FXCharacter->Object,"Right_legl",m_Torso2);
g_ModelLT->GetBoneNode(FXCharacter->Object,"Right_foot",m_Torso3);
g_ModelLT->GetBoneNode(FXCharacter->Object,"Left_legu",mm_Torso);
g_ModelLT->GetBoneNode(FXCharacter->Object,"Left_legl",mm_Torso2);
g_ModelLT->GetBoneNode(FXCharacter->Object,"Left_foot",mm_Torso3);
g_ModelLT->GetNodeTransform( FXCharacter->Object, 8, &HeadPosition, true );//Head
g_ModelLT->GetNodeTransform( FXCharacter->Object, 7, &NeckPosition, true );//Neck
g_ModelLT->GetNodeTransform( FXCharacter->Object, 6, &TorsoUPosition, true );//TorsoUpper
g_ModelLT->GetNodeTransform( FXCharacter->Object, 5, &TorsoPosition, true );//Torso
g_ModelLT->GetNodeTransform( FXCharacter->Object, 4, &TailPosition, true );//Tail
g_ModelLT->GetNodeTransform( FXCharacter->Object, mm_Torso3, &FootLPosition, true);//FootLeft
g_ModelLT->GetNodeTransform( FXCharacter->Object, mm_Torso2, &KneeLPosition, true);//KneeLeft
g_ModelLT->GetNodeTransform( FXCharacter->Object, mm_Torso, &UpLegLeft, true);//UpLegLeft
g_ModelLT->GetNodeTransform( FXCharacter->Object, m_Torso3, &FootRPosition, true );//FootRight
g_ModelLT->GetNodeTransform( FXCharacter->Object, m_Torso2, &KneeRPosition, true);//KneeRight
g_ModelLT->GetNodeTransform( FXCharacter->Object, m_Torso, &UpLegRight, true);//UpLegRight
g_ModelLT->GetNodeTransform( FXCharacter->Object, Torso3, &HandLeft, true);//HandLeft
g_ModelLT->GetNodeTransform( FXCharacter->Object, Torso2, &ArmDownLeft, true);//ArmDownLeft
g_ModelLT->GetNodeTransform( FXCharacter->Object, Torso, &ArmUpLeft, true);//ArmUpLeft
g_ModelLT->GetNodeTransform( FXCharacter->Object, _Torso3, &HandRight, true);//HandRight
g_ModelLT->GetNodeTransform( FXCharacter->Object, _Torso2, &ArmDownRight, true);//ArmDownRight
g_ModelLT->GetNodeTransform( FXCharacter->Object, _Torso, &ArmUpRight, true);//ArmUpRight
if(WorldToScreen(TorsoUPosition.Pos, &CameraTorsoUPosition))
DrawBox(CameraTorsoUPosition.x, CameraTorsoUPosition.y, 1, 1, Grey, Green);
if(WorldToScreen(TorsoPosition.Pos, &CameraTorsoPosition))
DrawBox(CameraTorsoPosition.x, CameraTorsoPosition.y, 1, 1, Grey, Green);
if(WorldToScreen(TailPosition.Pos, &CameraTailPosition))
DrawBox(CameraTailPosition.x, CameraTailPosition.y, 1, 1, Grey, Green);
if(WorldToScreen(FootLPosition.Pos, &CameraPositionFootL))
DrawBox(CameraPositionFootL.x, CameraPositionFootL.y, 1, 1, Grey, Green);
if(WorldToScreen(FootRPosition.Pos, &CameraPositionFootR))
DrawBox(CameraPositionFootR.x, CameraPositionFootR.y, 1, 1, Grey, Green);
if( WorldToScreen(KneeLPosition.Pos, &CameraKneeLPosition))
DrawBox(CameraKneeLPosition.x, CameraKneeLPosition.y, 1, 1, Grey, Green);
if(WorldToScreen(KneeRPosition.Pos, &CameraKneeRPosition))
DrawBox(CameraKneeRPosition.x, CameraKneeRPosition.y, 1, 1, Grey, Green);
if(WorldToScreen(UpLegLeft.Pos, &CameraUpLegLeft))
DrawBox(CameraUpLegLeft.x, CameraUpLegLeft.y, 1, 1, Grey, Green);
if(WorldToScreen(UpLegRight.Pos, &CameraUpLegRight))
DrawBox(CameraUpLegRight.x, CameraUpLegRight.y, 1, 1, Grey, Green);
if(WorldToScreen(ArmUpLeft.Pos, &CameraArmUpLeft))
DrawBox(CameraArmUpLeft.x, CameraArmUpLeft.y, 1, 1, Grey, Green);
if(WorldToScreen(ArmUpRight.Pos, &CameraArmUpRight))
DrawBox(CameraArmUpRight.x, CameraArmUpRight.y, 1, 1, Grey, Green);
if(WorldToScreen(ArmDownLeft.Pos, &CameraArmDownLeft))
DrawBox(CameraArmDownLeft.x, CameraArmDownLeft.y, 1, 1, Grey, Green);
if(WorldToScreen(ArmDownRight.Pos, &CameraArmDownRight))
DrawBox(CameraArmDownRight.x, CameraArmDownRight.y, 1, 1, Grey, Green);
if (WorldToScreen(HandLeft.Pos, &CameraHandLeft))
DrawBox(CameraHandLeft.x, CameraHandLeft.y, 1, 1, Grey, Green);
if(WorldToScreen(HandRight.Pos, &CameraHandRight))
DrawBox(CameraHandRight.x, CameraHandRight.y, 1, 1, Grey, Green);
DrawLine(CameraPositionHead.x,CameraPositionHead.y,CameraNeckPosition.x,CameraNeckPosition.y, Radar3DColours);
DrawLine(CameraNeckPosition.x,CameraNeckPosition.y,CameraTorsoUPosition.x,CameraTorsoUPosition.y,Radar3DColours);
DrawLine(CameraTorsoUPosition.x,CameraTorsoUPosition.y,CameraTorsoPosition.x,CameraTorsoPosition.y,Radar3DColours);
DrawLine(CameraTorsoPosition.x,CameraTorsoPosition.y,CameraTailPosition.x,CameraTailPosition.y,Radar3DColours);
DrawLine(CameraTailPosition.x,CameraTailPosition.y,CameraUpLegLeft.x,CameraUpLegLeft.y,Radar3DColours);
DrawLine(CameraUpLegLeft.x,CameraUpLegLeft.y,CameraKneeLPosition.x,CameraKneeLPosition.y,Radar3DColours);
DrawLine(CameraKneeLPosition.x,CameraKneeLPosition.y,CameraPositionFootL.x,CameraPositionFootL.y,Radar3DColours);
DrawLine(CameraTailPosition.x,CameraTailPosition.y,CameraUpLegRight.x,CameraUpLegRight.y,Radar3DColours);
DrawLine(CameraUpLegRight.x,CameraUpLegRight.y,CameraKneeRPosition.x,CameraKneeRPosition.y,Radar3DColours);
DrawLine(CameraKneeRPosition.x,CameraKneeRPosition.y,CameraPositionFootR.x,CameraPositionFootR.y,Radar3DColours);
DrawLine(CameraNeckPosition.x,CameraNeckPosition.y,CameraArmUpLeft.x,CameraArmUpLeft.y,Radar3DColours);
DrawLine(CameraArmUpLeft.x,CameraArmUpLeft.y,CameraArmDownLeft.x,CameraArmDownLeft.y,Radar3DColours);
DrawLine(CameraArmDownLeft.x,CameraArmDownLeft.y,CameraHandLeft.x,CameraHandLeft.y,Radar3DColours);
DrawLine(CameraNeckPosition.x,CameraNeckPosition.y,CameraArmUpRight.x,CameraArmUpRight.y,Radar3DColours);
DrawLine(CameraArmUpRight.x,CameraArmUpRight.y,CameraArmDownRight.x,CameraArmDownRight.y,Radar3DColours);
DrawLine(CameraArmDownRight.x,CameraArmDownRight.y,CameraHandRight.x,CameraHandRight.y,Radar3DColours);
}