MirrorCam Codes CSGO

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MirrorCam Codes CSGO
Just wanted to share this awesome stuff hehe

Already made it for CS:S and wanted to port it on CS:GO using the same funcs: GetPlayerView() & RenderView() in IBaseClientDLL class and CViewSetup class.
Had some issue to draw the view on the screen with a custom size (causing black screen ingame rly weird bug) but I found that, if you assign the size of ur resolution on fields x and y of the CViewSetup class, the view you trying to draw will replace your current view on the screen.
Then, you just have to do a toggle to enable it only when you want.
It's ghetto but i didn't found something better yet...

first, here's my CViewSetup class reclassed:
Code:
Code:
class CViewSetup
{
public:
	char _0x0000[16];
	__int32 x; //0x0010 
	__int32 x_old; //0x0014 
	__int32 y; //0x0018 
	__int32 y_old; //0x001C
	__int32 width; //0x0020
	__int32	width_old; //0x0024
	__int32 height; //0x0028
	__int32	height_old; //0x002C
	char _0x0030[128];
	float fov; //0x00B0 
	float fovViewmodel; //0x00B4 
	Vector origin; //0x00B8 
	QAngle angles; //0x00C4
	float zNear; //0x00D0 
	float zFar; //0x00D4 
	float zNearViewmodel; //0x00D8 
	float zFarViewmodel; //0x00DC 
	float m_flAspectRatio; //0x00E0 
	float m_flNearBlurDepth; //0x00E4 
	float m_flNearFocusDepth; //0x00E8 
	float m_flFarFocusDepth; //0x00EC 
	float m_flFarBlurDepth; //0x00F0 
	float m_flNearBlurRadius; //0x00F4 
	float m_flFarBlurRadius; //0x00F8 
	float m_nDoFQuality; //0x00FC 
	__int32 m_nMotionBlurMode; //0x0100 
	char _0x0104[68];
	__int32 m_EdgeBlur; //0x0148 

};//Size=0x014C
now we need to catch our view, rotate the yaw to display behind you and draw it on the screen.
Here's an example of what you can do:

Code:
Code:
CBaseEntity* pLocal = g_pEntList->GetClientEntity(g_pEngine->GetLocalPlayer());
if (!pLocal)
	return;

//press Mouse3 to enable mirrorcam
if (!GetAsyncKeyState(VK_MBUTTON))
	return;

CViewSetup myView;
//grab our view
if (g_pClient->GetPlayerView(myView))
{
	myView.x = GetScreenWidth(); 
	myView.y = GetScreenHeight();
	myView.origin = pLocal->GetEyePosition();
	myView.angles = pLocal->GetEyeAngle();
	myView.angles.y += 180.0f; //rotate yaw
	myView.fov = 90.0f; //default fov
	g_pClient->RenderView(myView, 0, 2); //render our view on the screen
}
really funny and cool feature ^^
here's some media to show what you can do with that hehe:


result:



full demo here:

rofl directly steal a thread gj hahahha

if you are going to leech from other sites at least make your own thread leemaoo
ahhaahhaha why leech?
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