Well coded ESP with comments
Anyone tested on vac server?
I get an error regarding d3
http://gyazo.com/3598a072d507bd9c76bcd3a31e106616
- - - Updated - - -
Found a solution, did not have the kit.
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Alright got everything to work, but it isnt drawing anything.
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Alright got it working now, but wow the esp drawings are messed up.
And when i try removing the lines for drawing bones, it gives me multiple of errors.
http://gyazo.com/3598a072d507bd9c76bcd3a31e106616
- - - Updated - - -
Found a solution, did not have the kit.
- - - Updated - - -
Alright got everything to work, but it isnt drawing anything.
- - - Updated - - -
Alright got it working now, but wow the esp drawings are messed up.
And when i try removing the lines for drawing bones, it gives me multiple of errors.
Working on vac servers?
Thanks For Source Code
Nice share but give credits to the guy that made the code for the overlay.
Doesn't work properly for me as well. The boxes dont fit the models at all
Thanks though that will probably help me coding an esp myself
Thanks though that will probably help me coding an esp myself
just update the offsets, than its working well again
thx, gotta look into it
http i.imgur.com DwuHrMX.jpg
Cant get it to run properly.
Are my offsets correct?
Also, what is the right resolution for this?
--Edit 1080p found this in the compiled versions instructions /Edit --
Cant get it to run properly.
Are my offsets correct?
//Player Related Stuff
#define LocalPlayer 0x0A7094C
#define EntityList 0x4A13264
#define m_iTeamNum 0xF0
#define m_iHealth 0xFC
#define m_vecOrigin 0x134
//Matrixes
#define BoneMatrix 0xA78//<- Is also player related, lol.
#define ViewMatrix_1 0x4A087A4
#define ViewMatrix_2 0x4A088B4
#define ViewMatrix_3 0x4A08BC4
#define LocalPlayer 0x0A7094C
#define EntityList 0x4A13264
#define m_iTeamNum 0xF0
#define m_iHealth 0xFC
#define m_vecOrigin 0x134
//Matrixes
#define BoneMatrix 0xA78//<- Is also player related, lol.
#define ViewMatrix_1 0x4A087A4
#define ViewMatrix_2 0x4A088B4
#define ViewMatrix_3 0x4A08BC4
--Edit 1080p found this in the compiled versions instructions /Edit --
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