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Old 06-10-2011, 11:01 PM   #41
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thanks for the quick reply man, heres the class i m using for the matrix:

Code:
class RenderScreen
{
public:
    char _0x0000[32];
    float m_fovX; //0x0020 
    float m_fovY; //0x0024 
    char _0x0028[12];
    float m_aspectRatio; //0x0034 
    char _0x0038[40];
    D3DXMATRIX m_matrix; //0x0060 
    char _0x00A0[64];

};//Size=0x00E0
not exactly sure what the difference is between the view matrix and viewProjection matrix but from the code i seen in this thread i am guessing everyones using the same matrix as me? The 4th row in this matrix definitely contains my players coordinates.
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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.
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Old 06-10-2011, 11:36 PM   #42
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Quote:
Originally Posted by Tom M View Post
thanks for the quick reply man, heres the class i m using for the matrix:

Code:
class RenderScreen
{
public:
    char _0x0000[32];
    float m_fovX; //0x0020 
    float m_fovY; //0x0024 
    char _0x0028[12];
    float m_aspectRatio; //0x0034 
    char _0x0038[40];
    D3DXMATRIX m_matrix; //0x0060 
    char _0x00A0[64];

};//Size=0x00E0
not exactly sure what the difference is between the view matrix and viewProjection matrix but from the code i seen in this thread i am guessing everyones using the same matrix as me? The 4th row in this matrix definitely contains my players coordinates.

viewProjection

is View * projection

view is conceated matrix of opposite angles & translation of the worldspace camera , projection is the perspective to fit the screen and clip the world
fov,aspect , near plane and far plane

more then likely you are looking at your worldspace model or worldspace camera , which is easy to spot by the translation not updating when changing your pitch yaw

the view projection is easy to spot by m._11 conceated with fovy you will see changes when zooming and m._43(z) == m._44(w)

if i remember it was deeper down about +0x3B0
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Old 06-11-2011, 12:01 AM   #43
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Ah yes seemed to have been using the wrong matrix, thanks for correcting that!

However, with the new matrix the ESP still doesnt work. Heres a screenshot: ImageShack® - Online Photo and Video Hosting

I have tried using matt doggs w2s as well but getting pretty much the same results.
__________________
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.
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