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Old 03-18-2010, 09:14 PM   #21
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I have a very stupid question, i'm new to hacking, what is the php code for?
Sorry again for my noobism
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Old 03-18-2010, 09:21 PM   #22
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Quote:
Originally Posted by adeexd View Post
I have a very stupid question, i'm new to hacking, what is the php code for?
Sorry again for my noobism
Paste into notepad and save as .exe
Or you could learn c++
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Old 03-18-2010, 09:25 PM   #23


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Quote:
Originally Posted by adeexd View Post
I have a very stupid question, i'm new to hacking, what is the php code for?
Sorry again for my noobism
It is not PHP scripting, it is the C++ programming language displayed using the forums PHP tag for syntax highlighting. And if you can not work out what it is for, then it is of no use to you at this moment in time.
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Old 03-18-2010, 09:31 PM   #24
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so, it's not a final release, it's like an open work in progress?
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Old 03-18-2010, 10:08 PM   #25


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Quote:
Originally Posted by adeexd View Post
so, it's not a final release, it's like an open work in progress?
It's source code for people who know how to use it...
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Old 03-18-2010, 10:10 PM   #26
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Quote:
Originally Posted by adeexd View Post
so, it's not a final release, it's like an open work in progress?
Quote:
Originally Posted by Roverturbo View Post
And if you can not work out what it is for, then it is of no use to you at this moment in time.
do i need to say more?
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Old 03-19-2010, 02:53 AM   #27
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now need to find weapon data
like bullet speed / dmg & player bones

BFBC2 Information
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Old 03-22-2010, 03:14 PM   #28
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Some people asked me a little more info about my post here,

PHP Code:
class IRef
{
public:
    
unsigned char            Unknown0010x220 ];            //0000
    
FMatrix                    Matrix001;                        //0220
    
FMatrix                    Matrix002;                        //0260
    
FMatrix                    Matrix003;                        //02A0
    
unsigned char            Unknown0020xC0 ];                //02E0
    
FMatrix                    Matrix004;                        //03A0
    
FMatrix                    Matrix005;                        //03E0
    
FMatrix                    Matrix006;                        //0420
};

class 
IGameRender
{
public:

    
virtual void            Unknown001() = 0;                    //0000
    
virtual void            Unknown002() = 0;                    //0004
    
virtual void            Unknown003() = 0;                    //0008
    
virtual void            Unknown005() = 0;                    //000C
    
virtual void            Unknown006() = 0;                    //0010
    
virtual void            Unknown007() = 0;                    //0014
    
virtual void            Unknown008() = 0;                    //0018
    
virtual void            Unknown009() = 0;                    //001C
    
virtual void            Unknown010() = 0;                    //0020
    
virtual void            Unknown011() = 0;                    //0024
    
virtual void            Unknown012() = 0;                    //0028
    
virtual IRef*            GetRef() = 0;                        //002C

    
unsigned char            Padding0010x1C ];                    //0004
    
float                    FovX;                                //0020
    
float                    FovY;                                //0024
    
float                    A;                                    //0028
    
float                    ZN;                                    //002C
    
float                    ZF;                                    //0030
    
float                    Aspect;                                //0034
    
unsigned char            Padding00240 ];                    //0038
    
Engine::FMatrix            View;                                //0060
    
unsigned char            Padding003784 ];                    //00A0
    
Engine::FMatrix            WorldTransform;                        //03B0

    
__forceinline static IGameRenderGet()
    {
        return 
reinterpret_castIGameRender* >( *reinterpret_castunsigned long* >( 0x0199AB80 ) );
    }

    
//1.0.0        = 0x01534540
    //1.0.1        = 0x00000000
    //1.0.1.s    = 0x0199AB80
}; 
this is for steam version, current
(1.0.1, i call it, but it is the 1st patch after retail release for future reference.)

all credits to mattdog btw, since its painfully obvious how to make your own based on his posts....very simple (scolding you secret pmer!!)
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Old 03-22-2010, 06:32 PM   #29
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Just some example esp

Code:
bool ScreenProjectPoint(D3DXVECTOR3 *in, D3DXVECTOR3 *out)
{
	const D3DXMATRIX &m_Screen = *(D3DXMATRIX *) &g_pGameRender->RenderData->WorldTransform;

	D3DXVECTOR3 Origin = (*in);

	float CX = static_cast< float >( CRender::Get()->ScreenW_1 ) / 2.0f;
	float CY = static_cast< float >( CRender::Get()->ScreenH_1 ) / 2.0f;

	FLOAT w =   m_Screen.m [0][3] * Origin.x +
				m_Screen.m [1][3] * Origin.y +
				m_Screen.m [2][3] * Origin.z +
				m_Screen.m [3][3];

	if(w < 0.0001f)
		return FALSE;

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

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

	out->x = CX + CX * x / w;
	out->y = CY - CY * y / w;

	return TRUE;
} 

if(!pFirst->Information->IsLocal())
{
	D3DXVECTOR3 vLocalOrigin, vTargetOrigin;
	GetOrigin( &vLocalOrigin, &pLocalPlayer->Soldier->PlayerViewMatrix );
	GetOrigin( &vTargetOrigin, &pFirst->PlayerViewMatrix );

	float flDistance = GetDistance( vLocalOrigin, vTargetOrigin );

	D3DXVECTOR3 vScreen;
	if( ScreenProjectPoint( &vTargetOrigin, &vScreen ) )
	{
		sprintf( cTargetInfo, "[%.1fm] %s", flDistance, pFirst->Information->Name );

		if(pLocalPlayer->Team != pFirst->Information->Team)
		{

			ddraw.Text(vScreen.x, vScreen.y, Red, bold, DT_CENTER, cTargetInfo);

		}else{

			ddraw.Text(vScreen.x, vScreen.y, Blue, bold, DT_CENTER, cTargetInfo);

		}
	} 
}
note: puts tags on root of the player model

credits: s0beit, GHOSTER and dogmatt/mattdog
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Old 04-23-2010, 05:24 AM   #30
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Quote:
Originally Posted by s0beit View Post
This is something related, just for reference purposes

PHP Code:
      v49 MatrixFunction_001((int)&v131, (int)&v154_ESI 0x50);
      
Matrix4_Multiply_Vector((int)v113, (int)&v148v49);
      
v109 atan2(v113[1], -v113[0]);
      
ScaleScreenValues((int)v113, (int)&v113[1], 0.800000011920929);
      if ( 
sub_CF6190(v50) )
      {
        if ( *(
_DWORD *)(sub_CF6190(*(_DWORD *)_ESI) + 0xC) )
        {
          
v51 = *(_DWORD *)_ESI;
          *(
float *)&v114 = (v113[0] + 1.0) * 0.5 * *(float *)(*(_DWORD *)_ESI 0x273B4);
          
Outvector v114;
          *(
float *)&v115 0.5 * (1.0 v113[1]) * *(float *)(v51 0x273B8);
          
LODWORD(ScreenY) = v115;
        }
      } 
looks like d3dxVec3Project if

_ESI + 0x50 or v49 is View*proj*world dunno if MatrixFunction_001 is matrixmultiply and 0x273B4 & 0x273B8 are pviewport->Width & Height


if not its using stated below




D3DXVec3Transform almost looks as similar as what mattdog posted i think.

Think this all matts doing havent tested it also anyone know why the check on w? I know for D3DXVec3TransformCoord what w would be dived into xyz why i was think it was vec3project since in ur calc and in function you divide by w but i dunno im tired lol and havent gotten to test it cuz my comp doesnt like bfbc2 :/
Code:
::D3DXVec3Transform(&Vector4D,&Origin,&m_Screen);
	
	
	if(Vector4D.w < 0.0001f)
		return FALSE;

	

	out->x = CX + CX * Vector4D.x / Vector4D.w;
	out->y = CY - CY * Vector4D.y / Vector4D.w;

	return TRUE;






If you dont mind post a sig to this function so i can look at it further currently still working on vertexshader math(matrix algebra) and would love to look at this thnx
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Last edited by fatboy88; 04-23-2010 at 11:07 AM.
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Old 04-25-2010, 12:03 AM   #31
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k i just tested it finally, works fine same shit as mattdoggy dog posted just less lines and easier to look at

credz to mattdoggy dog
Code:
D3DXVec3Transform(&Vector4D,&Vector3D,&m_Render->Ptr->screen);
if(Vector4D.w > 0.0001f){ 
	 Vector2D.x = CX + CX  * Vector4D.x/Vector4D.w;
	 Vector2D.y = CY - CY  * Vector4D.y/Vector4D.w;
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Old 05-06-2010, 11:19 AM   #32
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gah 3 post in a row but soz i had to get it right :P


what that w2s is doing s0b
Code:
 
               ::D3DXVec3TransformCoord(&Vector3D,&player->vec,&m_Render->Ptr->screen);
				
		Vector2D.x =	 Viewport.X +  ( 1.0f + Vector3D.x ) * Viewport.Width / 2.0f;
                Vector2D.y =     Viewport.Y +  ( 1.0f - Vector3D.y ) * Viewport.Height / 2.0f;

now to get the real usage im going for from this world*view*proj matrix mattdog found :3
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Old 05-06-2010, 03:50 PM   #33
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Quote:
Originally Posted by silverfish View Post
Just some example esp

Code:
bool ScreenProjectPoint(D3DXVECTOR3 *in, D3DXVECTOR3 *out)
{
	const D3DXMATRIX &m_Screen = *(D3DXMATRIX *) &g_pGameRender->RenderData->WorldTransform;

	D3DXVECTOR3 Origin = (*in);

	float CX = static_cast< float >( CRender::Get()->ScreenW_1 ) / 2.0f;
	float CY = static_cast< float >( CRender::Get()->ScreenH_1 ) / 2.0f;

	FLOAT w =   m_Screen.m [0][3] * Origin.x +
				m_Screen.m [1][3] * Origin.y +
				m_Screen.m [2][3] * Origin.z +
				m_Screen.m [3][3];

	if(w < 0.0001f)
		return FALSE;

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

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

	out->x = CX + CX * x / w;
	out->y = CY - CY * y / w;

	return TRUE;
} 

if(!pFirst->Information->IsLocal())
{
	D3DXVECTOR3 vLocalOrigin, vTargetOrigin;
	GetOrigin( &vLocalOrigin, &pLocalPlayer->Soldier->PlayerViewMatrix );
	GetOrigin( &vTargetOrigin, &pFirst->PlayerViewMatrix );

	float flDistance = GetDistance( vLocalOrigin, vTargetOrigin );

	D3DXVECTOR3 vScreen;
	if( ScreenProjectPoint( &vTargetOrigin, &vScreen ) )
	{
		sprintf( cTargetInfo, "[%.1fm] %s", flDistance, pFirst->Information->Name );

		if(pLocalPlayer->Team != pFirst->Information->Team)
		{

			ddraw.Text(vScreen.x, vScreen.y, Red, bold, DT_CENTER, cTargetInfo);

		}else{

			ddraw.Text(vScreen.x, vScreen.y, Blue, bold, DT_CENTER, cTargetInfo);

		}
	} 
}
note: puts tags on root of the player model

credits: s0beit, GHOSTER and dogmatt/mattdog
Hey silverfish..

I was wondering if you could post What g_pGameRender->RenderData->WorldTransform is?
Like what class is g_pGameRender? CRenderer? and RenderData? and What is world transform and where are the pointers to RenderData and WorldTransform in the classes?

The only thing Iv got problems with is the W2S
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Old 05-06-2010, 06:12 PM   #34
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Quote:
Originally Posted by CyberDwak View Post
Hey silverfish..

I was wondering if you could post What g_pGameRender->RenderData->WorldTransform is?
Like what class is g_pGameRender? CRenderer? and RenderData? and What is world transform and where are the pointers to RenderData and WorldTransform in the classes?

The only thing Iv got problems with is the W2S
BFBC2 esp

..................



and you really want to type all that math vs uses d3dx functions 0_o ? The games uses nothing original d3dxvec3project
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Old 05-06-2010, 06:42 PM   #35
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Quote:
Originally Posted by fatboy88 View Post
BFBC2 esp

..................



and you really want to type all that math vs uses d3dx functions 0_o ? The games uses nothing original d3dxvec3project
I don't use the code I posted.



Quote:
Originally Posted by CyberDwak View Post
Hey silverfish..

I was wondering if you could post What g_pGameRender->RenderData->WorldTransform is?
Like what class is g_pGameRender? CRenderer? and RenderData? and What is world transform and where are the pointers to RenderData and WorldTransform in the classes?

The only thing Iv got problems with is the W2S
Code:
// v529843
CGameRender* g_pGameRender = *(CGameRender**)0x01543234;
Code:
class CRendererData
{
public:

	char						unknown0[32];				//0x0000
	float						fovx;						//0x0020  
	float						fovy;						//0x0024  
	float						cam_current;				//0x0028  
	float						zn;							//0x002C  
	float						zf;							//0x0030  
	float						aspect;						//0x0034  
	char						unknown56[40];				//0x0038
	D3DXMATRIX					LocalPlayerCamera;			//0x0060
	char						unknown160[784];			//0x00A0
	D3DXMATRIX					WorldTransform;				//0x03B0 
	D3DXMATRIX					matrix_2;					//0x03F0 
	D3DXMATRIX					matrix_3;					//0x0430 
};
Code:
class CGameRender
{
public:

	CRendererData*	 RenderData; //0x0000 

};

Last edited by silverfish; 05-06-2010 at 06:54 PM.
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Old 05-06-2010, 09:08 PM   #36
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You got your W2S done in just 3 lines?

Great job!

Quote:
Originally Posted by fatboy88 View Post
gah 3 post in a row but soz i had to get it right :P


what that w2s is doing s0b
Code:
 
               ::D3DXVec3TransformCoord(&Vector3D,&player->vec,&m_Render->Ptr->screen);
 
        Vector2D.x =     Viewport.X +  ( 1.0f + Vector3D.x ) * Viewport.Width / 2.0f;
                Vector2D.y =     Viewport.Y +  ( 1.0f - Vector3D.y ) * Viewport.Height / 2.0f;

now to get the real usage im going for from this world*view*proj matrix mattdog found :3
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Old 05-07-2010, 01:56 AM   #37
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Quote:
Originally Posted by Kozmo View Post
You got your W2S done in just 3 lines?

Great job!
it wasnt about that it was recreating this


BFBC2 esp


I knew it was ve3project.
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Old 05-31-2010, 11:41 AM   #38
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i am wondering why there isnīt a public external box esp for bc2?
the problem with aero is solved, no prob at all to bypass the overlay.
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Old 06-10-2011, 11:43 AM   #39
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Quote:
Originally Posted by dogmatt View Post
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]



Hey, great job on this code man!

I have a question though, whats up with this:

FLOAT w = m_Screen.m [0][3] * Origin.x +
m_Screen.m [1][3] * Origin.y +
m_Screen.m [2][3] * Origin.z +
m_Screen.m [3][3];

if(w < 0.0001f)
return FALSE;

in my matrix m_Screen.m [0][3] means column 3 and row 0, however column 3 contains the w coordinates which are always 0, so the w2s returns all the time.

0 0 0 w <---- m_Screen.m[0][3] = w = 0
0 0 0 w <---- m_Screen.m[1][3] = w = 0
0 0 0 w <---- m_Screen.m[2][3] = w = 0
0 0 0 w <---- m_Screen.m[3][3] = w = 0

What am I missing here?


I have also tried using the function fatboy posted:

Code:
bool ESP::worldToScreen(D3DXVECTOR3* target, D3DXVECTOR4* out)
{
    float CX = RENDERER->m_virtualWidth/2.0f;
    float CY = RENDERER->m_virtualHeight/2.0f;

    D3DXVec3Transform(out, target, &(WORLDRENDER->m_render->m_matrix));
    if(out->w < 0.0001f)
        return false;

    out->x = CX + CX  * out->x/out->w;
    out->y = CY - CY  * out->y/out->w;

    return true;
}


function call:
Code:

        D3DXVECTOR3 pos = *(D3DXVECTOR3*)&target->m_controlledControllable->m_worldTransform->m_transform.trans;

        D3DXVECTOR4 coords;

        worldToScreen(&D3DXVECTOR3(pos.x, pos.z, pos.y), &coords);


Calling this function just prints the esp in the wrong positions near the top left corner of the screen.

Any help will be appreciated!
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Quote:
Originally Posted by gna
yeah but what do u wanna do with own coords???? wallhack ur self?
Quote:
Originally Posted by CypherPresents View Post
Sometimes the registers gets fucked up while randomly hooking from my experience so I always preserve and then pop before return.
I also always use a wrapper function in the hook to made it more stable.

Last edited by Tom M; 06-10-2011 at 12:32 PM.
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Old 06-10-2011, 09:20 PM   #40
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Quote:
Originally Posted by Tom M View Post
Hey, great job on this code man!


WORLDRENDER->m_render->m_matrix

is that the viewProjection matrix? if not use viewprojection or multiply view matrix by the projection
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