APB ESP Source

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APB ESP Source
Saw someone interested in making ESP Hacks, So posted it.

All Readily available on forums( Posted by the members who helped the public, On this very forum )
ESP works whilst in mission both outside vehicle and when driving vehicle.( Something the public releases never used ) You can clean it and remove some checks and change it to an OR Check to check both instances before drawing ESP. But fine as is.
some spares in there like DrawRect/Drawbox which you may need, You can use hook from VTable base shall you wish to.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>CODE<<<<<<<<<<<<<<<< <<<<<<<<<<<<<<<<

FColor MakeColor(int R, int G, int B, int A)
{
FColor ReturnedColor;
ReturnedColor.R = R;
ReturnedColor.G = G;
ReturnedColor.B = B;
ReturnedColor.A = A;
return ReturnedColor;
}


FColor Green = MakeColor(0,255,0,255);
FColor Yellow = MakeColor(255,255,0,255);
FColor Red = MakeColor(255,0,0,255);
FColor Blue = MakeColor(0,0,255,255);
FColor LightGreen = MakeColor(100,255,150,120);
FColor DarkGreen = MakeColor(100,190,60,120);
FColor White = MakeColor(255,255,255,255);
FColor Black = MakeColor(0,0,0,0);
FColor Pink = MakeColor(200,0,200,255);
FColor MenuBlack = MakeColor(0,0,0,200);
FColor MenuBlue = MakeColor(59,209,237,150);
FColor Orange = MakeColor(255,128,0,255);


bool ValidLocalPlayer ( APawn* Pawn )
{
return Pawn != NULL
&& !Pawn->bDeleteMe
&& !Pawn->bHidden
&& Pawn->Health > 0;
}

bool ValidTarget ( APawn* Pawn, AcAPBPawn* MyPawn )
{
return Pawn != NULL
&& !Pawn->bDeleteMe
&& !Pawn->bHidden
&& Pawn != MyPawn
&& ((AcAPBPawn*)Pawn)->m_DyingData.eDyingState == 0;
}

bool IsBounty( APawn* Pawn )// Not used in this source atm But feel free to add bounty ESP
{
return ((AcAPBPawn*)Pawn)->m_nHeatLevel == 5;
}

void DrawString( UCanvas* pCanvas, float X, float Y, FString String, float XScale, float YScale, FColor DesiredColor )
{
float OldCurX = pCanvas->CurX;
float OldCurY = pCanvas->CurY;

FColor OldColor = pCanvas->DrawColor;

pCanvas->CurX = X;
pCanvas->CurY = Y;
pCanvas->DrawColor = DesiredColor;

pCanvas->DrawTextClipped( String, false, XScale, YScale );

pCanvas->CurX = OldCurX;
pCanvas->CurY = OldCurY;

pCanvas->DrawColor = OldColor;
}

float StrLen( UCanvas* pCanvas, FString InputString )
{
float X,Y;
pCanvas->StrLen( InputString, &X, &Y );
return X;
}

float StrHeight( UCanvas* pCanvas, FString InputString )
{
float X,Y;
pCanvas->StrLen( InputString, &X, &Y );
return Y;
}

FRotator inline VectorToRotation ( FVector vVector )
{
FRotator rRotation;

rRotation.Yaw = pPC->Atan ( vVector.Y, vVector.X ) * CONST_RadToUnrRot;
rRotation.Pitch = pPC->Atan ( vVector.Z, pPC->Sqrt ( ( vVector.X * vVector.X ) + ( vVector.Y * vVector.Y ) ) ) * CONST_RadToUnrRot;
rRotation****ll = 0;

return rRotation;
}

FVector RotationToVector(FRotator R)
{
FVector Vec;
float fYaw = R.Yaw * CONST_UnrRotToRad;
float fPitch = R.Pitch * CONST_UnrRotToRad;
float CosPitch = pPC->Cos(fPitch);
Vec.X = pPC->Cos(fYaw) * CosPitch;
Vec.Y = pPC->Sin(fYaw) * CosPitch;
Vec.Z = pPC->Sin(fPitch);

return Vec;
}

UObject* GetInstanceOf ( UClass* Class )
{
static UObject* ObjectInstance;

ObjectInstance = NULL;

for ( int i = 0; i < UObject::GObjObjects()->Count; ++i )
{
UObject* CheckObject = ( *UObject::GObjObjects() )( i );

if ( CheckObject && CheckObject->IsA( Class ) )
{
if ( !strstr( CheckObject->GetFullName(), "Default" ) )
ObjectInstance = CheckObject;
}
}

return ObjectInstance;
};


FVector Loc;
FRotator Rot;
FVector WorldToScreen( UCanvas* pCanvas, FVector Location )
{

FVector Return;

FVector AxisX, AxisY, AxisZ, Delta, Transformed;

pCanvas->GetAxes( Rot , &AxisX, &AxisY, &AxisZ );


Delta = pPC->Subtract_VectorVector( Location, Loc );
Transformed.X = pPC->Dot_VectorVector( Delta, AxisY );
Transformed.Y = pPC->Dot_VectorVector( Delta, AxisZ );
Transformed.Z = pPC->Dot_VectorVector( Delta, AxisX );

if( Transformed.Z < 1.00f )
Transformed.Z = 1.00f;


float FOVAngle = pPC->PlayerCamera->GetFOVAngle();

Return.X = ( pCanvas->ClipX / 2.0f ) + Transformed.X * ( ( pCanvas->ClipX / 2.0f ) / pPC->Tan( FOVAngle * CONST_Pi / 360.0f ) ) / Transformed.Z;
Return.Y = ( pCanvas->ClipY / 2.0f ) + -Transformed.Y * ( ( pCanvas->ClipX / 2.0f ) / pPC->Tan( FOVAngle * CONST_Pi / 360.0f ) ) / Transformed.Z;
Return.Z = 0;

return Return;

}

void DrawRect( UCanvas* pCanvas, float X, float Y,float Width, float Height, UTexture2D* Texture, FColor DesiredColor )
{
float OldCurX = pCanvas->CurX;
float OldCurY = pCanvas->CurY;

FColor OldColor = pCanvas->DrawColor;

pCanvas->CurX = X;
pCanvas->CurY = Y;
pCanvas->DrawColor = DesiredColor;

pCanvas->DrawRect( Width, Height, Texture );

pCanvas->CurX = OldCurX;
pCanvas->CurY = OldCurY;

pCanvas->DrawColor = OldColor;
}

void DrawBox( UCanvas* pCanvas, float X, float Y,float Width, float Height, FColor DesiredColor )
{
float OldCurX = pCanvas->CurX;
float OldCurY = pCanvas->CurY;

FColor OldColor = pCanvas->DrawColor;

pCanvas->CurX = X;
pCanvas->CurY = Y;
pCanvas->DrawColor = DesiredColor;

pCanvas->DrawBox( Width, Height );

pCanvas->CurX = OldCurX;
pCanvas->CurY = OldCurY;

pCanvas->DrawColor = OldColor;
}

void PlayerEsp ( UCanvas* pCanvas, UAPBGameEngine* GameEngine, APawn* Target, FColor Color)
{
if( GameEngine )
{
if( GameEngine->m_HostingClient && GameEngine->m_HostingClient->m_namequery )
{
FString Names;

GameEngine->m_HostingClient->m_namequery->GetCharacterNameNative(((AcAPBPawn*)Target)->m_nControllerCharacterUID, &Names );

FBox TargetBox;
Target->GetComponentsBoundingBox(&TargetBox );
FVector Vec = pCanvas->Divide_VectorFloat(pCanvas->Add_VectorVector(TargetBox.Min ,TargetBox.Max),2);

FVector VecX = WorldToScreen( pCanvas, Vec );
FVector VecY = WorldToScreen( pCanvas, TargetBox.Min );

wchar_t Temp [MAX_PATH];
swprintf( Temp, L"%s", Names );
DrawString( pCanvas, VecX.X - StrLen( pCanvas, Temp ) /2 , VecY.Y -2, Temp, 1.0, 1.0, Color );
}
}
}

void CrossHair ( UCanvas* pCanvas )
{
DrawRect( pCanvas, pCanvas->ClipX/2 - 10, pCanvas->ClipY/2 - 2, 20, 4, pCanvas->DefaultTexture, Orange );
DrawRect( pCanvas, pCanvas->ClipX/2 - 2, pCanvas->ClipY/2 - 10, 4, 20, pCanvas->DefaultTexture, Orange );
}

AcAPBVehicleBase* MyDrivenVehicle = NULL;

void PostRender( UCanvas* pCanvas )
{
if( pCanvas )
{
if( pPC )
{
static UAPBGameEngine* GameEngine = ( UAPBGameEngine* )GetInstanceOf( UAPBGameEngine::StaticClass() );

if( pPC->PlayerCamera )
{
Loc = pPC->PlayerCamera->Location;
Rot = pPC->PlayerCamera->Rotation;

if( ValidLocalPlayer( pPC->Pawn ) )
{
AcAPBPawn* MyPawn = (AcAPBPawn*)pPC->Pawn;

CrossHair( pCanvas );

if( pPC->Pawn->WorldInfo && pPC->Pawn->WorldInfo->PawnList )
{
APawn* Target = pPC->Pawn->WorldInfo->PawnList;

while( Target != NULL )
{
if( ValidTarget( Target, MyPawn ) && Target->IsA(AcAPBPawn::StaticClass() ) )
{
AcAPBPawn* TargetPawn = (AcAPBPawn*)Target;

if( TargetPawn->m_DyingData.eDyingState == 0 )
{
if( !MyPawn->IsA(AcAPBVehicleBase::StaticClass () ) )
{
if( MyPawn->m_DyingData.eDyingState == 0 )
{
if( MyPawn->m_MissionSideInfo.m_nMissionUID != NULL && TargetPawn->m_MissionSideInfo.m_nMissionUID != NULL
&& MyPawn->m_MissionSideInfo.m_nMissionUID != -1 && TargetPawn->m_MissionSideInfo.m_nMissionUID != -1
&& MyPawn->m_MissionSideInfo.m_nMissionUID == TargetPawn->m_MissionSideInfo.m_nMissionUID )
{
if( MyPawn->m_eFaction != TargetPawn->m_eFaction )
{
PlayerEsp( pCanvas, GameEngine, Target, Red );
}
}
}
}
else if( MyPawn->IsA(AcAPBVehicleBase::StaticClass () ) )
{
MyDrivenVehicle = (AcAPBVehicleBase*)MyPawn;

if( ValidLocalPlayer( MyDrivenVehicle->Driver ) )
{
if( ((AcAPBPawn*)MyDrivenVehicle->Driver)->m_DyingData.eDyingState == 0 )
{
if( ((AcAPBPawn*)MyDrivenVehicle->Driver)->m_MissionSideInfo.m_nMissionUID != NULL && TargetPawn->m_MissionSideInfo.m_nMissionUID != NULL
&& ((AcAPBPawn*)MyDrivenVehicle->Driver)->m_MissionSideInfo.m_nMissionUID != -1 && TargetPawn->m_MissionSideInfo.m_nMissionUID != -1
&& ((AcAPBPawn*)MyDrivenVehicle->Driver)->m_MissionSideInfo.m_nMissionUID == TargetPawn->m_MissionSideInfo.m_nMissionUID )
{
if( ((AcAPBPawn*)MyDrivenVehicle->Driver)->m_eFaction != TargetPawn->m_eFaction )
{
PlayerEsp( pCanvas, GameEngine, Target, Red );
}
}
}
}
}
}
}
Target = Target->NextPawn;
}
}
}
}
}
}


Read more: http://www.*************.me/forum/al...#ixzz29wRLafaV










{Credits to: HOOAH07}
Thanks for releasing.
Quote Originally Posted by Chris_Cros View Post
ehm whats that
Its the source code for an ESP hack, to make your own
If anyone makes it, send me a PM :P Wont share with anyone, for personal use only.
How long will it be to make one?
I don't make hacks myself, Just released the things to make it ;D

People, let me know please if someone made anything with it


~Regards
Seriously. Get the newest SDK. Dump it in VTable source. Delete PostRender from VTable source and paste this C/P Code in. Job done Undetected ESP Hack with working team checks.

Seriously the only work you need to do is get new SDK And download old VTable source. If you can't do that then it's obviously not for you.

New offsets are posted already for use in dumping SDK.
Quote Originally Posted by HOOAH07 View Post
Seriously. Get the newest SDK. Dump it in VTable source. Delete PostRender from VTable source and paste this C/P Code in. Job done Undetected ESP Hack with working team checks.

Seriously the only work you need to do is get new SDK And download old VTable source. If you can't do that then it's obviously not for you.

New offsets are posted already for use in dumping SDK.

Send me a link to download those things?
can someone upload a video to youtube with the steps to compile this code in sdk please.
OMGF... Srsly? If u want to use that, u should know how to do:P It's very easy, but u must know c++? U know that, right?
no sorry :P im new in that if you can make a video i was very happy
Nope, u must learn c++ first to know what that code doing, and then c/p if u rly need that So learn c++, then if u need i can help u, but my knowledge is not good enough to teaching others, i think.
I have just ONE question: What the heck is ESP? Im not a cheater-type guy,and i won't ever hack in this game,i just wanted to know
And also what the teamcheck means?Thx
Posts 1–15 of 39 · Page 1 of 3

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