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BFBC2 esp
Old 03-14-2010, 04:19 AM   #1
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BFBC2 esp

I am currently working on esp and I am having a problem I can't quite figure out. When I am aiming directly at players my tags are correctly placed over the player but when I move in the x-axis, the tags move in the opposite direction. Y-Axis is working correctly though...Can someone post their viewAngles so I can make sure I am using the correct ones?

bigass pic:

Last edited by silverfish; 03-14-2010 at 04:22 AM.
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Old 03-14-2010, 04:24 AM   #2
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erm, just reverse the x component?
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Old 03-14-2010, 04:56 AM   #3
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Quote:
Originally Posted by learn_more View Post
erm, just reverse the x component?
Yeah...I did that by re-writing my world2screen(). I just wanted to see what other people had for viewAngles to compare with. I didn't think the messed with the viewMatrix in this current interation of BF games.....but it looks like they did.
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Old 03-14-2010, 05:35 AM   #4


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Here is my WorldToScreen function that I was using in the beta, I don't care to mess with this game anymore and it worked fine for myself.

Code:
D3DXVECTOR3 WorldToScreen(CPlayer* LocalPlayer, D3DXVECTOR3* EnemyPosition)
{
  static UINT ScreenWidthCenter;
  static UINT ScreenHeightCenter;

  if(ScreenWidthCenter == 0 || ScreenHeightCenter == 0)
  {
    D3DVIEWPORT9 Viewport;
    Renderer->Direct3DDevice->GetViewport(&Viewport);
        
    ScreenWidthCenter = Viewport.Width / 2;
    ScreenHeightCenter = Viewport.Height / 2;
  }

  D3DXVECTOR3 ViewPoint;
  ViewPoint.x = LocalPlayer->View_Matrix._41;
  ViewPoint.y = LocalPlayer->View_Matrix._42;
  ViewPoint.z = LocalPlayer->View_Matrix._43;

  D3DXVECTOR3 Distance;
  D3DXVec3Normalize(&Distance, D3DXVec3Subtract(&Distance, &ViewPoint, EnemyPosition));

  D3DXVECTOR3 Right;
  Right.x = LocalPlayer->View_Matrix._11;
  Right.y = LocalPlayer->View_Matrix._12;
  Right.z = LocalPlayer->View_Matrix._13;

  D3DXVECTOR3 Up;
  Up.x = LocalPlayer->View_Matrix._21;
  Up.y = LocalPlayer->View_Matrix._22;
  Up.z = LocalPlayer->View_Matrix._23;

  D3DXVECTOR3 Forward;
  Forward.x = LocalPlayer->View_Matrix._31;
  Forward.y = LocalPlayer->View_Matrix._32;
  Forward.z = LocalPlayer->View_Matrix._33;

  D3DXVECTOR3 DotProduct;
  DotProduct.x = D3DXVec3Dot(&Distance, &Right);
  DotProduct.y = D3DXVec3Dot(&Distance, &Up);
  DotProduct.z = D3DXVec3Dot(&Distance, &Forward);

  FLOAT AspectRatio = 1.333f;
  FLOAT fovX = LocalPlayer->WeaponData->ZoomData->fovX;

  FLOAT X = ScreenWidthCenter / DotProduct.z * ((AspectRatio + (0.3f / ( (fovX / 60.0f) * 10))) / (fovX / 60.0f));
  FLOAT Y = ScreenHeightCenter / DotProduct.z * ((AspectRatio + (0.3f / ( (fovX / 60.0f) * 10))) / ((fovX / 60.0f) / AspectRatio));

  D3DXVECTOR3 ScreenPosition;
  ScreenPosition.x = ScreenWidthCenter + X * -DotProduct.x;
  ScreenPosition.y = ScreenHeightCenter - Y * DotProduct.y;
  ScreenPosition.z = DotProduct.z;

  return ScreenPosition;
}
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Old 03-17-2010, 01:24 PM   #5
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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;
        }
      } 
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Old 03-17-2010, 09:42 PM   #6
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reloaded nodvd 1.0.1.0 - same as s0beit uses?

[0x1534540]

0x20-fovX
0x24-fovY
0x34-a/r
0x60-matrix

and you'll have w2s


sig to locate this ptr:



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Old 03-17-2010, 10:50 PM   #7
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Thx for the info MattDog, Looks like you on the steam version as am i, We should have a update either late tonight or early tomorrow morning, I checked out your info's but it didnt seem to be Fov if u wanna piss with this with me just add me to msn bro KanavelHacks@Hotmail.com.
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Old 03-17-2010, 10:51 PM   #8
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no, im using the steam version, but ill try the sig thanks.

I've been trying to make use of the engine WTS function, but it is confusing :S

edit: btw the spoiler plugin has a common bug i discovered on my forums, because it uses a static variable to control the flow of the spoilers, only one spoiler is visible per page.

can't see your spoiler
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Old 03-17-2010, 10:57 PM   #9
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Old 03-17-2010, 10:58 PM   #10
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the worldtoscreen for bfbc2 is truly different, i wouldn't yell "c/p" just yet, because there is a lot of people without this information.
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Old 03-17-2010, 11:24 PM   #11
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totally understand


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Last edited by kath; 03-17-2010 at 11:27 PM.
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Old 03-18-2010, 12:45 AM   #12
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mattdog, i already had some info on that pointer myself.

i didnt reverse the members, but it is used in the wts calc and it does something like this

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 IRefGetRef() = 0;                            //002C

    //

    
__forceinline static IGameRenderGet()
    {
        return 
reinterpret_castIGameRender* >( *reinterpret_castunsigned long* >( 0x01534540 ) );
    }
}; 
220 and 3A0 are used in the engine calculation.

I'll try messing with your info
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Old 03-18-2010, 04:28 AM   #13
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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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Old 03-18-2010, 10:38 AM   #14
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Quote:
Originally Posted by s0beit View Post
no, im using the steam version, but ill try the sig thanks.

I've been trying to make use of the engine WTS function, but it is confusing :S

edit: btw the spoiler plugin has a common bug i discovered on my forums, because it uses a static variable to control the flow of the spoilers, only one spoiler is visible per page.

can't see your spoiler
I was working on using the engine w2s as well, the args not created local prior to call are located in the below. Maybe you have this already...

Code:
class CRenderClassC
{
public:
    char zUnknown1[144];
    D3DXMATRIX Matrix1;        //w2s_arg;
    D3DXMATRIX Matrix2;        //w2s_arg 
};

class CRenderData
{
public:
    char zUnknown1[160832];
    CRenderData* ObjectRoot;
    CRenderClassC* RenderClassC;
    char zUnknown3[72];
    D3DXMATRIX RenderMatrix;   //not sure if this is used.
    char zUnknown4[32];
    D3DXVECTOR3 Position;
};

class CGameBase
{
public:
    virtual void function0(); //
    char z_cUnknown0[40]; //0x0004  
    CEntityManager* EntityManager; //0x002C  
    char zUnknown2[540]; //0x0034  
    CRenderData* RenderingData;
};

Maybe that will help some, but yes it is confusing the way they shuffle the entries around.
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Old 03-18-2010, 10:41 AM   #15
My household appliance is on drugs. Horrible.

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dogmatt: i is your _MATRIX struct reversed in a sense as well? or is that "stock",
i tried it your way, didn't seem to work completely for me.

Z ended up being a screen value, Y looked something like Z and X was 0 all the time, lol.

if not, ill probably figure this out eventually on my own, thanks for your contributions

edit: solved, i didnt have to fux with the origin like you did

good job kind sir

Final product:
PHP Code:

BOOL CBFBC2Engine
::WorldToScreenEngine::FVector4 *FromEngine::FVector4 *To )
{
    if( 
From == NULL || To == NULL )
        return 
FALSE;

    if( 
Engine::IGameRender::Get() == NULL )
        return 
FALSE;

    if( 
Engine::IGameRender::Get()->GetRef() == NULL )
        return 
FALSE;

    
float CX                            static_castfloat >( Engine::IRender::Get()->ScreenW_1 ) / 2.f;
    
float CY                            static_castfloat >( Engine::IRender::Get()->ScreenH_1 ) / 2.f;
    
Engine::FMatrix ScreenTransform        Engine::IGameRender::Get()->WorldTransform;
    
    
D3DXMATRIX ScreenTransformMatrix(
        
ScreenTransform.One.x,
        
ScreenTransform.One.y,
        
ScreenTransform.One.z,
        
ScreenTransform.One.w,

        
ScreenTransform.Two.x,
        
ScreenTransform.Two.y,
        
ScreenTransform.Two.z,
        
ScreenTransform.Two.w,

        
ScreenTransform.Three.x,
        
ScreenTransform.Three.y,
        
ScreenTransform.Three.z,
        
ScreenTransform.Three.w,

        
ScreenTransform.Four.x,
        
ScreenTransform.Four.y,
        
ScreenTransform.Four.z,
        
ScreenTransform.Four.);

//    Engine::FVector4 Origin( From->x, From->z, From->y, 1.0f );

    
Engine::FVector4 Origin = (*From);

    
float W 
        
ScreenTransformMatrix.m[0][3] * Origin.+
        
ScreenTransformMatrix.m[1][3] * Origin.+
        
ScreenTransformMatrix.m[2][3] * Origin.
        
ScreenTransformMatrix.m[3][3];

    if( 
0.0001f )
    {
        
To->W;

        return 
FALSE;
    }

    
float X 
        
ScreenTransformMatrix.m[0][0] * Origin.+
        
ScreenTransformMatrix.m[1][0] * Origin.+
        
ScreenTransformMatrix.m[2][0] * Origin.
        
ScreenTransformMatrix.m[3][0];

    
float Y 
        
ScreenTransformMatrix.m[0][1] * Origin.+
        
ScreenTransformMatrix.m[1][1] * Origin.+
        
ScreenTransformMatrix.m[2][1] * Origin.
        
ScreenTransformMatrix.m[3][1];

    
To->CX CX W;
    
To->CY CY W;
    
To->W;

    return 
TRUE;

tested on wide, works, etc, credit mattdog (DOGMATT!)
Attached Thumbnails
BFBC2 esp-bfbc2_esp_001.jpg  
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Last edited by s0beit; 03-18-2010 at 01:40 PM.
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Old 03-18-2010, 04:59 PM   #16
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PHP Code:

typedef struct MATRIX 
{
    
union {
        
struct {
            
float        _11_12_13_14;
            
float        _21_22_23_24;
            
float        _31_32_33_34;
            
float        _41_42_43_44;
        };
        
struct {
            
float        M00M01M02M03;
            
float        M10M11M12M13;
            
float        M20M21M22M23;
            
float        M30M31M32M33;
        };
        
float m[4][4];
        
float mm[16];
    };
    
inline friend Vector operator * (const MATRIX &m, const Vector &v)
    {
        return 
Vectorm.M00*v.m.M01*v.m.M02*v.z,
                       
m.M10*v.m.M11*v.m.M12*v.z,
                       
m.M20*v.m.M21*v.m.M22*v.);
    }
    
inline void SetIdentity()
    {
        
M00=1M01=0M02=0M03=0;
        
M10=0M11=1M12=0M13=0;
        
M20=0M21=0M22=1M23=0;
        
M30=0M31=0M32=0M33=1;
    }
    
inline floatoperator [] (int index)                { return &mm[index*4]; }    
    
inline const floatoperator [] (int index) const    { return &mm[index*4]; }    

_MATRIX
now need to find weapon data
like bullet speed / dmg & player bones
Attached Thumbnails
BFBC2 esp-new-bitmap-image-2-.jpg  

Last edited by dogmatt; 03-18-2010 at 05:04 PM.
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Old 03-18-2010, 07:30 PM   #17
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Quote:
Originally Posted by s0beit View Post
dogmatt: i is your _MATRIX struct reversed in a sense as well? or is that "stock",
i tried it your way, didn't seem to work completely for me.

Z ended up being a screen value, Y looked something like Z and X was 0 all the time, lol.

if not, ill probably figure this out eventually on my own, thanks for your contributions

edit: solved, i didnt have to fux with the origin like you did

good job kind sir

Final product:
PHP Code:

BOOL CBFBC2Engine
::WorldToScreenEngine::FVector4 *FromEngine::FVector4 *To )
{
    if( 
From == NULL || To == NULL )
        return 
FALSE;

    if( 
Engine::IGameRender::Get() == NULL )
        return 
FALSE;

    if( 
Engine::IGameRender::Get()->GetRef() == NULL )
        return 
FALSE;

    
float CX                            static_castfloat >( Engine::IRender::Get()->ScreenW_1 ) / 2.f;
    
float CY                            static_castfloat >( Engine::IRender::Get()->ScreenH_1 ) / 2.f;
    
Engine::FMatrix ScreenTransform        Engine::IGameRender::Get()->WorldTransform;
    
    
D3DXMATRIX ScreenTransformMatrix(
        
ScreenTransform.One.x,
        
ScreenTransform.One.y,
        
ScreenTransform.One.z,
        
ScreenTransform.One.w,

        
ScreenTransform.Two.x,
        
ScreenTransform.Two.y,
        
ScreenTransform.Two.z,
        
ScreenTransform.Two.w,

        
ScreenTransform.Three.x,
        
ScreenTransform.Three.y,
        
ScreenTransform.Three.z,
        
ScreenTransform.Three.w,

        
ScreenTransform.Four.x,
        
ScreenTransform.Four.y,
        
ScreenTransform.Four.z,
        
ScreenTransform.Four.);

//    Engine::FVector4 Origin( From->x, From->z, From->y, 1.0f );

    
Engine::FVector4 Origin = (*From);

    
float W 
        
ScreenTransformMatrix.m[0][3] * Origin.+
        
ScreenTransformMatrix.m[1][3] * Origin.+
        
ScreenTransformMatrix.m[2][3] * Origin.
        
ScreenTransformMatrix.m[3][3];

    if( 
0.0001f )
    {
        
To->W;

        return 
FALSE;
    }

    
float X 
        
ScreenTransformMatrix.m[0][0] * Origin.+
        
ScreenTransformMatrix.m[1][0] * Origin.+
        
ScreenTransformMatrix.m[2][0] * Origin.
        
ScreenTransformMatrix.m[3][0];

    
float Y 
        
ScreenTransformMatrix.m[0][1] * Origin.+
        
ScreenTransformMatrix.m[1][1] * Origin.+
        
ScreenTransformMatrix.m[2][1] * Origin.
        
ScreenTransformMatrix.m[3][1];

    
To->CX CX W;
    
To->CY CY W;
    
To->W;

    return 
TRUE;

tested on wide, works, etc, credit mattdog (DOGMATT!)
@s0biet - Can't give you any more rep my man....So a "GJ!" will have to do.

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Old 03-18-2010, 07:36 PM   #18
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I would say esp is kind of useless in this game as most of the maps are wide open and you can see the enemy from the distance anyway.
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Old 03-18-2010, 07:47 PM   #19
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Quote:
Originally Posted by Anddos View Post
I would say esp is kind of useless in this game as most of the maps are wide open and you can see the enemy from the distance anyway.
lol ur fucking retarded. I don't understand how an esp would be useless in any way at all. It easier to see something inside a damn red box then nothing at all last time i checked.
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Old 03-18-2010, 07:57 PM   #20
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well i can see the enemys clear enough in the distance without using an esp altho it might come in handy when there aproaching behind tree's and stuff , i am not saying its a bad idea just only needed on certain points of the map.
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