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    BF2 D3D Radar Function
    Old 24th February 2008, 09:49 PM   #1
    Haxing4Life
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    BF2 D3D Radar Function

    hey guys have fun.

    screenshot:
    http://img209.imagecrap.us/img209/507/screen007tg6.png

    Code:
    void Radarfunc(int x, int y, int width, int height, int r, int g, int b, int a)
    {
    	fillrgba(x,y+height,width,1,r,g,b,a);
    	fillrgba(x-1,y-1,1,height+1,r,g,b,a);
    	fillrgba(x,y-1,width,1,r,g,b,a);
    	fillrgba(x+width,y-1,1,height+1,r,g,b,a);
    
    	int middley = (height-1)/2;
    	int middlex = (width-1)/2;
    
    	fillrgba(x,y+middley,width,1,r,g,b,a);
    	fillrgba(x+middlex,y-1,1,height+1,r,g,b,a);
    
    	int radary = y + middley;
    	int radarx = x + middlex;
    
    	vec3_t viewpoint,targetpoint,vright,vup,vforward,local,dot,viewangles;
    
    	if ( player_manager )
    	{
    		CPlayer *pLocalPlayer = player_manager->GetLocalPlayer();
    
    		if ( pLocalPlayer && pLocalPlayer->Alive )
    		{
    			VectorSet(vforward,pLocalPlayer->ViewMatrix->Matrix._31,pLocalPlayer->ViewMatrix->Matrix._32,pLocalPlayer->ViewMatrix->Matrix._33);
    
    			for ( int i = 0; i <= 255; i++ )   
    			{  
    				CPlayer *pPlayer = player_manager->GetPlayerByIndex( i );  
    				if ( pPlayer != NULL )  
    				{ 
    					if ( pPlayer->Alive && pPlayer != pLocalPlayer && !pPlayer->ManDown)
    					{
    						float drawx = (pPlayer->Info->PlayerInfo->px - pLocalPlayer->Info->PlayerInfo->px);
    						float drawy = (pPlayer->Info->PlayerInfo->pz - pLocalPlayer->Info->PlayerInfo->pz);
    
    						VectorAngles(vforward , viewangles);
    
    						float yaw = (viewangles[1] + 90) * (M_PI*2 / 360);
    
    						float rotx = drawy * cos(yaw) + drawx * sin(yaw);
    						float roty = drawx * cos(yaw) - drawy * sin(yaw);
    						
    						if(fabs(drawx) < 75.0f && fabs(drawy) < 75.0f)
    						{
    							if( pPlayer->Team != pLocalPlayer->Team )
    							{
    								fillrgba(radarx + rotx,radary + roty,3,3,255,0,0,255);
    							}
    							else
    							{
    								fillrgba(radarx + rotx,radary + roty,3,3,0,0,255,255);
    							}
    						}
    					}
    				}
    			}
    		}
    	}
    }
    //=============================================
    
    void Radar(int x, int y, int w, int h, int r, int g, int b, int a,int rr, int gg, int bb, int aa)
    {
    	int ww = w + 1;
    	int hh = h + 1;
    	y = y - ((h-1)/2);
    
    	fillrgba(x,y,ww,hh    ,rr,gg,bb,aa);        // Body color
    	Radarfunc(x,y,ww,hh    ,r ,g ,b ,a);        // Body outline
    }
    //=============================================
    I Called it in endscene like this:
    Code:
    int y = (float)oViewport.Height / 2 + oViewport.Y;
    	
    	if(radar == true)
    	{
    		Radar(10, y, 150, 150, 0, 255, 255, 255, 0, 255, 0, 100);
    	}
    Credits : gna , Pat0

    rep me ;P

    Last edited by Haxing4Life; 24th February 2008 at 10:07 PM.
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    Old 24th February 2008, 09:55 PM   #2
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    Last Achievements BF2 D3D Radar FunctionBF2 D3D Radar FunctionBF2 D3D Radar FunctionBF2 D3D Radar Function
    Interesting, Got a screenie? Look's like you need the playermanager in order to use this stuff :x
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    Old 24th February 2008, 10:06 PM   #3
    Haxing4Life
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    i added the screenshot yours haxing
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    Old 24th February 2008, 10:14 PM   #4
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    Last Achievements BF2 D3D Radar FunctionBF2 D3D Radar FunctionBF2 D3D Radar FunctionBF2 D3D Radar Function
    Nice! And cool looking bone esp ... +Rep


    I take it the PlayerManager is probably within Tetsuo's or Patrick's source?
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    Old 24th February 2008, 10:15 PM   #5
    _GHOSTER_
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    That screenie was posted on GD, by blade2k or something of the sort.
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    Old 24th February 2008, 10:23 PM   #6
    Haxing4Life
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    Quote:
    Originally Posted by Quicktime View Post
    Nice! And cool looking bone esp ... +Rep


    I take it the PlayerManager is probably within Tetsuo's or Patrick's source?

    Code:
    class CPlayerManager
    {
    public:
    	virtual void AddRef();
    	virtual int GetRef();
    	virtual void Release();
    	virtual void Function3();
    	virtual void Function4();
    	virtual void Function5();
    	virtual void Function6();
    	virtual void Function7();
    	virtual CPlayer* GetPlayerByIndex(int Index);
    	virtual void Function8();
    	virtual void Function9();
    	virtual void Function10();
    	virtual CPlayer* GetLocalPlayer();
    	char unknown0[8];
    	list<CPlayer*> player_list; //000C
    	//char unknown1[4];
    	//__int32 NumberOfPlayers; //0014
    	char unknown2[72];
    	CPlayer* LocalPlayer; //0060
    };
    
    
    class CPlayer
    {
    public:
    	virtual void AddRef();
    	virtual int GetRef();
    	virtual void Function0();
    	virtual void Function1();
    	virtual void Function2();
    	virtual void Function3();
    	virtual void Function4();
    	virtual void Function5();
    	virtual string* GetName();
    	char unknown0[84];
    	__int32 Kit; //0058
    	char unknown1[8];
    	char Name[28]; //0064
    	CInfo* Info; //0080
    	CViewMatrix* ViewMatrix; //0084
    	char unknown2[4];
    	BYTE Unknown3; //008C
    	BYTE CommanderMenu; //008D
    	BYTE CommanderMenu2; //008E
    	char unknown4[5];
    	float Unknown5; //0094
    	float Unknown6; //0098
    	float Unknown7; //009C
    	float Unknown8; //00A0
    	float Unknown9; //00A4
    	char unknown10[8];
    	__int32 Unknown11; //00B0
    	__int32 Spawned; //00B4
    	__int32 player_code; //00B8
    	char unknown12[4];
    	float FOV; //00C0
    	float Zoom; //00C4 zoom
    	float Zoomback; //00C8 zoomback
    	char unknown15[9];
    	BYTE Alive; //00D5
    	char unknown16[2];
    	__int32 Team; //00D8
    	__int32 Unknown17; //00DC
    	char unknown18[8];
    	BYTE ManDown; //00E8
    	char unknown19[3];
    	__int32 Unknown20; //00EC
    	__int32 Unknown21; //00F0
    	char unknown22[4];
    	DWORD Ping; //00F8
    	char unknown22a[4];
    	float Unknown23; //0100
    	char unknown24[8];
    	__int32 SquadNumber; //010C
    	BYTE Commander; //0110
    	BYTE SquadLeader; //0111
    	BYTE Unknown25; //0112
    	BYTE Unknown26; //0113
    	char unknown27[16];
    	BYTE InsideControlPoint; //0124
    	char unknown28[7];
    	float Unknown29; //012C
    	float CommanderRelated; //0130
    	char unknown30[44];
    	float Unknown31; //0160
    	__int32 SquadNumber2; //0164
    	char unknown32[4];
    	float Unknown33; //016C
    	char unknown34[23];
    	BYTE Sprinting; //0187
    	BYTE Sprinting_cur; //0188
    	char unknown35[11];
    	float Unknown36; //0194
    	char unknown37[16];
    	BYTE Unknown38; //01A8
    	char unknown39[7];
    	float Unknown40; //01B0
    	float Unknown41; //01B4
    	float Unknown42; //01B8
    	__int32 Unknown43; //01BC
    	char unknown44[12];
    	__int32 Unknown45; //01CC
    	char unknown46[8];
    	__int32 Unknown47; //01D8
    	char unknown48[8];
    	__int32 Unknown49; //01E4
    	char unknown50[20];
    	__int32 NumberOfReloads; //01FC
    	char unknown51[8];
    	__int32 Unknown52; //0208
    	char unknown53[32];
    	__int32 Unknown54; //022C
    	char unknown55[8];
    	__int32 TimesPressedShootButton; //0238
    	__int32 Ammo; //023C
    	char unknown56[8];
    	__int32 WeaponFireMode; //0248
    	char unknown57[8];
    	BYTE CanReload; //0254
    	char unknown58[3];
    	float WeaponHeatPrimary; //0258
    	float WeaponHeatSecondary; //025C
    	char unknown59[4];
    	__int32 Unknown60; //0264
    	char unknown61[60];
    	map<int,int>* Team1KitUnlocks; //02A4
    	char unknown62[8];
    	map<int,int>* Team2Unlocks; //02B0
    	char unknown63[20];
    	map<int,int>* Team1SelectedWeapons; //02C8
    	char unknown64[12];
    	map<int,int>* Team2SelectedWeapons; //02D8
    	char unknown65[16];
    	__int32 Unknown66; //02EC
    	__int32 Unknown67; //02F0
    	BYTE Unknown68; //02F4
    	char unknown69[1];
    	BYTE Unknown70; //02F6
    	char unknown71[1];
    	float Unknown72; //02F8
    	char unknown73[16];
    	float Unknown74; //030C
    	char unknown75[4];
    	BYTE Unknown76; //0314
    	char unknown77[15];
    	BYTE Unknown78; //0324
    };
    
    class CViewMatrix
    {
    public:
    	char unknown0[12];
    	float Unknown1; //000C
    	char unknown2[20];
    	float Unknown3; //0024
    	char unknown4[36];
    	float Unknown5; //004C
    	float Unknown6; //0050
    	float Unknown7; //0054
    	char unknown8[8];
    	float Unknown9; //0060
    	float Unknown10; //0064
    	char unknown11[80];
    
    	D3DXMATRIX Matrix; //00B8
    };
    
    class CInfo
    {
    public:
    	__int32 Unknown0; //0000
    	CPlayerInfo* PlayerInfo; //0004
    };
    
    class CPlayerInfo
    {
    public:
    	virtual void Function0();
    	BYTE Unknown0; //0004
    	char unknown1[15];
    	CVehicle* Vehicle; //0014
    	char unknown2[36];
    	CHealth* HealthInfo; //003C
    	char unknown3[72];
    
    	D3DXMATRIX BodyMatrix; //0088
    
    	char unknown9[8];
    	float Unknown10; //00D0
    	float Unknown11; //00D4
    	char unknown12[264];
    	BYTE SelectedWeapon; //01E0
    	char unknown13[27];
    	CKitWeapons* KitWeapons; //01FC
    	char unknown14[36];
    	float BodyYaw; //0224
    	float RightSpeed; //0228
    	float ForwardSpeed; //022C
    	__int32 Posture; //0230
    	__int32 Posture_cur; //0234
    	float HeadPitch; //0238
    	float HeadElevationChange; //023C
    	float HeadYaw; //0240
    	float HeadYawChange; //0244
    	char unknown15[4];
    	__int32 PostureKey; //024C
    	float Unknown17; //024D
        float Unknown18; //0251
    	BYTE dwUnknown19[0x37];//0255
    	CSkeleton* soldier_skeleton3p; //0290
    };
    
    class CVehicle
    {
    public:
    	char unknown0[400];
    	char VehicleName[16]; //0190
    };
    
    class CHealth
    {
    public:
    	char unknown0[8];
    	CModelTemplate* ModelTemplante; //0008
    	char unknown1[4];
    	float Health; //0010
    	float Unknown2; //0014
    	float Height; //0018
    	__int32 FloorType1; //001C
    	__int32 FloorType2; //0020
    	char unknown3[12];
    	float Unknown4; //0030
    	float Unknown5; //0034
    	float Unknown6; //0038
    	float Unknown7; //003C
    	__int8 Unknown8; //0040
    	char unknown9[7];
    	float Unknown10; //0048
    	float Unknown11; //004C
    	float Unknown12; //0050
    	char unknown13[12];
    	float Unknown14; //0060
    	float Unknown15; //0064
    };
    
    class CModelTemplate
    {
    public:
    };
    
    
    class CSkeleton
    {
    	public:
    	char unknown0[4];
    	CSkeletonInfo* unk_info; //0004
    	CBones* bones; //0008
    	char unknown1[4];
    	D3DXMATRIX* matrices; //000C
    	__int32 number_of_bones; //0010
    };
    
    
    
    class CSkeletonInfo
    {
    	public:
    	D3DXMATRIX matrix; //0000
    
    	__int32 Unknown1; //0040
    	__int8 Unknown2; //0044
    	__int8 Unknown3; //0045
    	WORD Unknown4; //0046
    };
    
    class CBones
    {
    	public:
    	__int32 bone_num; //0000
    	__int16 bone_code; //0004
    	__int16 parent; //0006
    	__int32 unknown; //0008
    	float offset_x; //000C
    	float offset_y; //0010
    	float offset_z; //0014
    	float length; //0018
    	float radius; //001C
    	__int32 material; //0020
    };
    there ya go

    Quote:
    Originally Posted by _GHOSTER_ View Post
    That screenie was posted on GD, by blade2k or something of the sort.
    thats true


    btw bone esp is posted to.

    Last edited by Haxing4Life; 24th February 2008 at 10:27 PM.
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    Old 25th February 2008, 12:37 AM   #7
    SeriouslyNotGay
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    It would be nice to have that radar painted direcly on minimap, anyone knows were minimap size rartio is stored?


    Haxin,

    Code:
    list<CPlayer*> player_list; //000C
    Is that equal to this offset: [[RendDX9 + 242AE0] + C] ?

    That offset contains no data for me.. However i got a pointer to a player 4 bytes above that, but no list of players..?
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    Old 25th February 2008, 04:21 AM   #8
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    Nice work h4l, didn't work for me the first time but then i figured what i did wrong
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    Old 25th February 2008, 02:52 PM   #9
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    Great, thank you for showing us how!
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    Old 25th February 2008, 03:46 PM   #10
    Haxing4Life
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    Quote:
    Originally Posted by SeriouslyNotGay View Post
    It would be nice to have that radar painted direcly on minimap, anyone knows were minimap size rartio is stored?


    Haxin,

    Code:
    list<CPlayer*> player_list; //000C
    Is that equal to this offset: [[RendDX9 + 242AE0] + C] ?

    That offset contains no data for me.. However i got a pointer to a player 4 bytes above that, but no list of players..?

    this pointer is in the player manager !

    yours haxing
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    Old 25th February 2008, 04:59 PM   #11
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    i do my radar differently

    oh and LOL @ Quicktime nub

    does he really got admin ?
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    Old 25th February 2008, 05:34 PM   #12
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    verry nice release haxing
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    Old 25th February 2008, 05:54 PM   #13
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    Nice release Haxing4Life and good work to all three involved. I gave you some positive reputation although i was tempted not to because you asked for it.

    Quote:
    Originally Posted by boom[censored]
    i do my radar differently
    And, who cares? Unless you tell or show people how your post is just worthless (you don't even thank the author for his post).

    Quote:
    Originally Posted by boom[censored]
    oh and LOL @ Quicktime nub
    Why his he a 'nub' as you put it because he enquired about needing the player manager class to use it? You didn't reverse the engine so your a 'nub' too. You stood on the shoulders of other programmers to do what you can do so your a 'nub' too.

    Quote:
    Originally Posted by boom[censored]
    does he really got admin ?
    No, he is a super moderator and a good one at that, just because someone can code doesn't mean they will be a good staff member also. Quicktime has serveral good qualities about him that make him 10 times the member you are.

    You can do or knew something he didn't, who cares.. Grow up..
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    Old 25th February 2008, 06:11 PM   #14
    boomskeet
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    lawl

    why should i thank the author anyway ?

    oh and better member ? all u members are the same leaching shit then share it between yall...

    not the higher up member like you and many others but people like quicktime is a prime example

    Last edited by boomskeet; 25th February 2008 at 06:16 PM.
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    Old 26th February 2008, 12:19 AM   #15
    Roverturbo
    BF2 D3D Radar Function

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    Quote:
    Originally Posted by boom[censored] View Post
    lawl

    why should i thank the author anyway ?

    oh and better member ? all u members are the same leaching shit then share it between yall...

    not the higher up member like you and many others but people like quicktime is a prime example
    Well seeing has you posted in HIS thread, you could atleast of thanked or said something about his post instead of aload of useless chit-chat. "i do my radar differently" and? Perhaps elaborate or post something constructive atleast...

    Maybe there are alot of leeching people here but if you understood the whole point of the site then that would make sense. The site offers hacks/knowledge for free hence people come here and leech from it, quite simple really. Some go a step further and move into development, but thats upto them. There is no rule that you must give to take, and if you don't like it then leave.

    Plus don't even try and tell me you have not leeched anything in your past, i bet your first experience of hacking was using someone elses hack that you leeched. If you made your own then you leeched knowledge from a tutorial or some form of resource. You didn't wake up one day and have all the knowledge you need to develop hacks, you was a newbie and you was a leecher at one point in time...

    Either way, i don't want to hijack this thread with pointless discussion so if you want to discuss this more then feel free to private message me anytime.
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    Real programmers don't document, if it was hard to write, it should be hard to understand.

    First learn computer science and all the theory, next develop a programming style, then forget all that and just hack.

    Learning is creation and not consumption. Knowledge is not something a learner absorbs, but something a learner creates.

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    Old 26th February 2008, 01:11 AM   #16
    SeriouslyNotGay
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    Quote:
    Originally Posted by Haxing4Life View Post
    this pointer is in the player manager !

    yours haxing
    Thanks for your replay, really.


    But I got the PlayerManager and LocalPlayer offsets, I need an offset that points to the other players.

    I expect some kind of player list, such as Player2 is some random bytes after Player1 but there all pointers got random number of bytes between. Like this, were its 44 bytes between Player1 & Player2 but 94 between Player2 & Player3.

    Code:
     
    PlayerManager + 30 ; + 0720  *-> Player1
    PlayerManager + 30 ; + 0764  *-> Player2 
    PlayerManager + 30 ; + 07F8  *-> Player3
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    Old 26th February 2008, 06:45 AM   #17
    R4z8r
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    Nice work h4l Our radar func is almost the same, xD
    But I think n**bs who dont understand are just copying and pasting it......

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    Old 26th February 2008, 02:18 PM   #18
    Impulse.Caliber
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    Quote:
    Nice work h4l Our radar func is almost the same, xD
    But I think n**bs who dont understand are just copying and pasting it......

    R4z8r
    ya if people dont understand it, id say its best to study this or atleast read up on the math involved

    Quote:
    Thanks for your replay, really.


    But I got the PlayerManager and LocalPlayer offsets, I need an offset that points to the other players.

    I expect some kind of player list, such as Player2 is some random bytes after Player1 but there all pointers got random number of bytes between. Like this, were its 44 bytes between Player1 & Player2 but 94 between Player2 & Player3.
    are you talking about drawing your radar "on" the actual game minimap ?

    easyest way is to just draw a "+" or sumshit where u think the centre of the minimap is top right and then draw to centre there then basic math to "cap" the length so it dont draws out of the circle on your minimap

    think i might do this :P

    also this is a better way of stopping drawing bigger than radar:

    Code:
    if(fabs(x)>range || fabs(y)>range)
        { 
            // clipping
            if(y>x)
            {
                if(y>-x) {
                    x = range*x/y;
                    y = range;
                }  else  {
                    y = -range*y/x; 
                    x = -range; 
                }
            } else {
                if(y>-x) {
                    y = range*y/x; 
                    x = range; 
                }  else  {
                    x = -range*x/y;
                    y = -range;
                }
            }
        }
    this was orginally posted by bad hal 9000
    from G-D (not sure if off site linking is allowed)

    this is actually better in my opinion because it draws still at the edge of the radar so if its last man left etc u know which way to go and it deosnt just not draw

    Last edited by Impulse.Caliber; 26th February 2008 at 02:21 PM.
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    Old 1st December 2008, 07:18 PM   #19
    Kozmo
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    Has anyone tried this yet? I have tried it on BF2 and BF2142 and it appears the radar is reversed. (enemings forward of you show on the south region of the radar map)

    KozmoK
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    Old 2nd December 2008, 04:34 PM   #20
    3p1c
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    just a lil fyi... this was posted a long ass time ago.. but im sure its still useful
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