Thread: [Help] BFBC2 esp
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Old 03-18-2010, 04:28 AM   #13
dogmatt
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screen matrix: 0x3B0

SIG: (0x3A0 add matrixes base 0x10 = 0x3B0)



so final w2s

PHP Code:

class CRendererPtr
{
public:
    
CRendererPtr//0x0000  
};

class 
CRenderer
{
public:
        
char unknown0[32]; //0x0000
    
float fovx//0x0020  
    
float fovy//0x0024  
    
float a//0x0028  
    
float zn//0x002C  
    
float zf//0x0030  
    
float aspect//0x0034  
        
char unknown56[40]; //0x0038
    
float view//0x0060  
        
char unknown100[844]; //0x0064
    
float screen//0x03B0  
};

CRendererPtr *m_Render 0x1534540


bool CBF
::ScreenProjectPoint(const Vector &inPINT out)
{
    const 
_MATRIX &m_Screen = *(_MATRIX *) &gEngine.m_Render->Ptr->screen;

    
Vector Origin Vector(in.xin.zin.y); // backward set to XZY

    
FLOAT w =    m_Screen.[0][3] * Origin.+
                
m_Screen.[1][3] * Origin.+
                
m_Screen.[2][3] * Origin.+
                
m_Screen.[3][3];

    if(
0.0001f)
        return 
FALSE;

    
FLOAT x =    m_Screen.[0][0] * Origin.+
                
m_Screen.[1][0] * Origin.+
                
m_Screen.[2][0] * Origin.+
                
m_Screen.[3][0]; 

    
FLOAT y =    m_Screen.[0][1] * Origin.+
                
m_Screen.[1][1] * Origin.+
                
m_Screen.[2][1] * Origin.+
                
m_Screen.[3][1]; 

    
out[0] = g_Interface->Screen.CenterX.g_Interface->Screen.CenterX.w;
    
out[1] = g_Interface->Screen.CenterY.g_Interface->Screen.CenterY.w;

    return 
TRUE;



[Auto Merged - 3:30:10 UTC]

Quote:
220 and 3A0 are used in the engine calculation.
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