ESPBone (Organizado)
Bom Pessoal, esse ESPBone é o mesmo que o ExpertHack Posto, só que eu organizei um pouco, então veja ai...
Como Usar:
Bom, oque eu fiz foi simples, só organizei os "componentes" do ESPBone em Voids, n foi nada de mais, só que fica mais organizado dependendo de como vc ta usando suas ESPs ^^'.
Creditos:
donoob
Vector(Organização)
té pessoal...
Code:
void DrawSkell(DWORD Color, DWORD Color2, DWORD LineColor, LPDIRECT3DDEVICE9 pDevice)
{
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;
if(WorldToScreen(pDevice, TorsoUPosition.Pos, &CameraTorsoUPosition))
Base.DrawBox(CameraTorsoUPosition.x, CameraTorsoUPosition.y, 1, 1, Color, Color2, pDevice);
if(WorldToScreen(pDevice, TorsoPosition.Pos, &CameraTorsoPosition))
Base.DrawBox(CameraTorsoPosition.x, CameraTorsoPosition.y, 1, 1, Color, Color2, pDevice);
if(WorldToScreen(pDevice, TailPosition.Pos, &CameraTailPosition))
Base.DrawBox(CameraTailPosition.x, CameraTailPosition.y, 1, 1, Color, Color2, pDevice);
if(WorldToScreen(pDevice, FootLPosition.Pos, &CameraPositionFootL))
Base.DrawBox(CameraPositionFootL.x, CameraPositionFootL.y, 1, 1, Color, Color2, pDevice);
if(WorldToScreen(pDevice, FootRPosition.Pos, &CameraPositionFootR))
Base.DrawBox(CameraPositionFootR.x, CameraPositionFootR.y, 1, 1, Color, Color2, pDevice);
if( WorldToScreen(pDevice, KneeLPosition.Pos, &CameraKneeLPosition))
Base.DrawBox(CameraKneeLPosition.x, CameraKneeLPosition.y, 1, 1, Color, Color2, pDevice);
if(WorldToScreen(pDevice, KneeRPosition.Pos, &CameraKneeRPosition))
Base.DrawBox(CameraKneeRPosition.x, CameraKneeRPosition.y, 1, 1, Color, Color2, pDevice);
if(WorldToScreen(pDevice, UpLegLeft.Pos, &CameraUpLegLeft))
Base.DrawBox(CameraUpLegLeft.x, CameraUpLegLeft.y, 1, 1, Color, Color2, pDevice);
if(WorldToScreen(pDevice, UpLegRight.Pos, &CameraUpLegRight))
Base.DrawBox(CameraUpLegRight.x, CameraUpLegRight.y, 1, 1, Color, Color2, pDevice);
if(WorldToScreen(pDevice, ArmUpLeft.Pos, &CameraArmUpLeft))
Base.DrawBox(CameraArmUpLeft.x, CameraArmUpLeft.y, 1, 1, Color, Color2, pDevice);
if(WorldToScreen(pDevice, ArmUpRight.Pos, &CameraArmUpRight))
Base.DrawBox(CameraArmUpRight.x, CameraArmUpRight.y, 1, 1, Color, Color2, pDevice);
if(WorldToScreen(pDevice, ArmDownLeft.Pos, &CameraArmDownLeft))
Base.DrawBox(CameraArmDownLeft.x, CameraArmDownLeft.y, 1, 1, Color, Color2, pDevice);
if(WorldToScreen(pDevice, ArmDownRight.Pos, &CameraArmDownRight))
Base.DrawBox(CameraArmDownRight.x, CameraArmDownRight.y, 1, 1, Color, Color2, pDevice);
if (WorldToScreen(pDevice, HandLeft.Pos, &CameraHandLeft))
Base.DrawBox(CameraHandLeft.x, CameraHandLeft.y, 1, 1, Color, Color2, pDevice);
if(WorldToScreen(pDevice, HandRight.Pos, &CameraHandRight))
Base.DrawBox(CameraHandRight.x, CameraHandRight.y, 1, 1, Color, Color2, pDevice);
DrawLine(CameraPositionHead.x,CameraPositionHead.y,CameraNeckPosition.x,CameraNeckPosition.y,1, LineColor);
DrawLine(CameraNeckPosition.x,CameraNeckPosition.y,CameraTorsoUPosition.x,CameraTorsoUPosition.y,1,LineColor);
DrawLine(CameraTorsoUPosition.x,CameraTorsoUPosition.y,CameraTorsoPosition.x,CameraTorsoPosition.y,1,LineColor);
DrawLine(CameraTorsoPosition.x,CameraTorsoPosition.y,CameraTailPosition.x,CameraTailPosition.y,1,LineColor);
DrawLine(CameraTailPosition.x,CameraTailPosition.y,CameraUpLegLeft.x,CameraUpLegLeft.y,1,LineColor);
DrawLine(CameraUpLegLeft.x,CameraUpLegLeft.y,CameraKneeLPosition.x,CameraKneeLPosition.y,1,LineColor);
DrawLine(CameraKneeLPosition.x,CameraKneeLPosition.y,CameraPositionFootL.x,CameraPositionFootL.y,1,LineColor);
DrawLine(CameraTailPosition.x,CameraTailPosition.y,CameraUpLegRight.x,CameraUpLegRight.y,1,LineColor);
DrawLine(CameraUpLegRight.x,CameraUpLegRight.y,CameraKneeRPosition.x,CameraKneeRPosition.y,1,LineColor);
DrawLine(CameraKneeRPosition.x,CameraKneeRPosition.y,CameraPositionFootR.x,CameraPositionFootR.y,1,LineColor);
DrawLine(CameraNeckPosition.x,CameraNeckPosition.y,CameraArmUpLeft.x,CameraArmUpLeft.y,1,LineColor);
DrawLine(CameraArmUpLeft.x,CameraArmUpLeft.y,CameraArmDownLeft.x,CameraArmDownLeft.y,1,LineColor);
DrawLine(CameraArmDownLeft.x,CameraArmDownLeft.y,CameraHandLeft.x,CameraHandLeft.y,1,LineColor);
DrawLine(CameraNeckPosition.x,CameraNeckPosition.y,CameraArmUpRight.x,CameraArmUpRight.y,1,LineColor);
DrawLine(CameraArmUpRight.x,CameraArmUpRight.y,CameraArmDownRight.x,CameraArmDownRight.y,1,LineColor);
DrawLine(CameraArmDownRight.x,CameraArmDownRight.y,CameraHandRight.x,CameraHandRight.y,1,LineColor);
}
Code:
void SettingsSkell(void){
#define FXCharacter CharFX
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, Torso2, Torso3,
_Torso, _Torso2, _Torso3,
m_Torso, m_Torso2,m_Torso3,
mm_Torso, mm_Torso2, mm_Torso3;
pLTModel->GetBoneNode(FXCharacter->Object,"Left_armu",Torso);
pLTModel->GetBoneNode(FXCharacter->Object,"Left_arml",Torso2);
pLTModel->GetBoneNode(FXCharacter->Object,"Left_hand",Torso3);
pLTModel->GetBoneNode(FXCharacter->Object,"Right_armu",_Torso);
pLTModel->GetBoneNode(FXCharacter->Object,"Right_arml",_Torso2);
pLTModel->GetBoneNode(FXCharacter->Object,"Right_hand",_Torso3);
pLTModel->GetBoneNode(FXCharacter->Object,"Right_legu",m_Torso);
pLTModel->GetBoneNode(FXCharacter->Object,"Right_legl",m_Torso2);
pLTModel->GetBoneNode(FXCharacter->Object,"Right_foot",m_Torso3);
pLTModel->GetBoneNode(FXCharacter->Object,"Left_legu",mm_Torso);
pLTModel->GetBoneNode(FXCharacter->Object,"Left_legl",mm_Torso2);
pLTModel->GetBoneNode(FXCharacter->Object,"Left_foot",mm_Torso3);
pLTModel->GetNodeTransform( FXCharacter->Object, 8, &HeadPosition, true );//Head
pLTModel->GetNodeTransform( FXCharacter->Object, 7, &NeckPosition, true );//Neck
pLTModel->GetNodeTransform( FXCharacter->Object, 6, &TorsoUPosition, true );//TorsoUpper
pLTModel->GetNodeTransform( FXCharacter->Object, 5, &TorsoPosition, true );//Torso
pLTModel->GetNodeTransform( FXCharacter->Object, 4, &TailPosition, true );//Tail
pLTModel->GetNodeTransform( FXCharacter->Object, mm_Torso3, &FootLPosition, true);//FootLeft
pLTModel->GetNodeTransform( FXCharacter->Object, mm_Torso2, &KneeLPosition, true);//KneeLeft
pLTModel->GetNodeTransform( FXCharacter->Object, mm_Torso, &UpLegLeft, true);//UpLegLeft
pLTModel->GetNodeTransform( FXCharacter->Object, m_Torso3, &FootRPosition, true );//FootRight
pLTModel->GetNodeTransform( FXCharacter->Object, m_Torso2, &KneeRPosition, true);//KneeRight
pLTModel->GetNodeTransform( FXCharacter->Object, m_Torso, &UpLegRight, true);//UpLegRight
pLTModel->GetNodeTransform( FXCharacter->Object, Torso3, &HandLeft, true);//HandLeft
pLTModel->GetNodeTransform( FXCharacter->Object, Torso2, &ArmDownLeft, true);//ArmDownLeft
pLTModel->GetNodeTransform( FXCharacter->Object, Torso, &ArmUpLeft, true);//ArmUpLeft
pLTModel->GetNodeTransform( FXCharacter->Object, _Torso3, &HandRight, true);//HandRight
pLTModel->GetNodeTransform( FXCharacter->Object, _Torso2, &ArmDownRight, true);//ArmDownRight
pLTModel->GetNodeTransform( FXCharacter->Object, _Torso, &ArmUpRight, true);//ArmUpRight
}
Como Usar:
Code:
if(ESPBone) {
SettingsSkell();
DrawSkell(Grey, Green, BoneColor, pDevice);
}
Bom, oque eu fiz foi simples, só organizei os "componentes" do ESPBone em Voids, n foi nada de mais, só que fica mais organizado dependendo de como vc ta usando suas ESPs ^^'.
Creditos:
donoob
Vector(Organização)
té pessoal...



