ESPBone (Organizado)

Posts 1–9 of 9 · Page 1 of 1
ESPBone (Organizado)
Bom Pessoal, esse ESPBone é o mesmo que o ExpertHack Posto, só que eu organizei um pouco, então veja ai...

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...
Vlw Compartilhar, "Thanks" muitas dúvidas para tira.
Nossa esse tal de donoob é ninja ein
Parabens pelo seu trabalho em organização ;D


Once again leeching everything from his base and posting it here. Just post the whole base.
Quote Originally Posted by Flengo View Post


Once again leeching everything from his base and posting it here. Just post the whole base.
think better not write in Portuguese ;D
Good job man!
"só organizei os "componentes" do ESPBone em Voids"
Posts 1–9 of 9 · Page 1 of 1
This thread is closed for replies.

Similar Threads

Tags for this Thread

None

Need help?