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Esp Not Disappearing
Old 11-20-2009, 04:26 AM   #1
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Esp Not Disappearing

anyone else having this issue, iv checked if valid and have done it just like in any other game but mw2 esp seems to take a bit to disappear after a kill, was wondering how people were able to fix this.
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Old 11-20-2009, 04:32 AM   #2
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I haven't experienced this myself. I am using my same esp as all q3 engine games which works fine. Are you using the game engine w2s?
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Old 11-20-2009, 04:48 AM   #3
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Quote:
Originally Posted by sycore View Post
anyone else having this issue, iv checked if valid and have done it just like in any other game but mw2 esp seems to take a bit to disappear after a kill, was wondering how people were able to fix this.
For this game, I had to refine how I checked if a player was alive or dead. In other words, you might need to go back and take a look to verify that that method you are using is valid across all players at all times.
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Old 11-20-2009, 05:20 AM   #4
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PHP Code:
bool CMainEngine::IsAliveentity_t *pEnt )
{
    if( !
pEnt )
        return 
false;

    return (
pEnt->deadFlags 1); //01DC

Code:
.text:004AE27D                 cmp     g_GameType, 6
.text:004AE284                 jz      loc_4AE478
.text:004AE28A                 mov     edi, [edi+0F6854h]
.text:004AE290                 mov     esi, ebp
.text:004AE292                 imul    esi, 204h
.text:004AE298                 add     esi, offset g_Entities
.text:004AE29E                 mov     bl, [esi+1DCh]
.text:004AE2A4                 not     bl
.text:004AE2A6                 and     bl, 1
.text:004AE2A9                 jz      short loc_4AE2D0
.text:004AE2AB                 mov     edx, dword_649B198
.text:004AE2B1                 cmp     byte ptr [edx+10h], 0
.text:004AE2B5                 jz      short loc_4AE2D0
.text:004AE2B7                 mov     eax, [esp+38h+var_24]
.text:004AE2BB                 add     eax, 0F6844h
.text:004AE2C0                 push    eax             ; Args
.text:004AE2C1                 push    offset aSIsDead ; "%s is dead\n"
.text:004AE2C6                 push    0Eh             ; int
.text:004AE2C8                 call    sub_4D7220
.text:004AE2CD                 add     esp, 0Ch
seems to be working for me.
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Last edited by s0beit; 11-20-2009 at 05:22 AM.
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Old 11-20-2009, 06:23 AM   #5
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Quote:
Originally Posted by s0beit View Post
PHP Code:
bool CMainEngine::IsAliveentity_t *pEnt )
{
    if( !
pEnt )
        return 
false;

    return (
pEnt->deadFlags 1); //01DC

Code:
.text:004AE27D                 cmp     g_GameType, 6
.text:004AE284                 jz      loc_4AE478
.text:004AE28A                 mov     edi, [edi+0F6854h]
.text:004AE290                 mov     esi, ebp
.text:004AE292                 imul    esi, 204h
.text:004AE298                 add     esi, offset g_Entities
.text:004AE29E                 mov     bl, [esi+1DCh]
.text:004AE2A4                 not     bl
.text:004AE2A6                 and     bl, 1
.text:004AE2A9                 jz      short loc_4AE2D0
.text:004AE2AB                 mov     edx, dword_649B198
.text:004AE2B1                 cmp     byte ptr [edx+10h], 0
.text:004AE2B5                 jz      short loc_4AE2D0
.text:004AE2B7                 mov     eax, [esp+38h+var_24]
.text:004AE2BB                 add     eax, 0F6844h
.text:004AE2C0                 push    eax             ; Args
.text:004AE2C1                 push    offset aSIsDead ; "%s is dead\n"
.text:004AE2C6                 push    0Eh             ; int
.text:004AE2C8                 call    sub_4D7220
.text:004AE2CD                 add     esp, 0Ch
seems to be working for me.
Yes, this is what I'm doing as well and it works like a charm.
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Old 11-25-2009, 04:56 PM   #6
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Oh crap sorry for posting another thread, i totally didnt notice this xD.

Thanks a lot s0beit
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Old 11-26-2009, 07:03 PM   #7
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I dont want to make new thread but i got same problem at cod2.Could some1 help em with it?
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Old 11-26-2009, 10:21 PM   #8
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Quote:
Originally Posted by botex View Post
I dont want to make new thread but i got same problem at cod2.Could some1 help em with it?
Probably you can find that same string in the memory
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Old 12-08-2009, 06:10 AM   #9
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I'm doing it more of a ghetto way, but to no avail.

Quote:
int IsAlive = *(int*)((e * 0x204) + (0x8F0CF0 + 0x1DC) );
Any suggestions?

"e" being the var in for-loop
0x204 cent struct size
0x8F0CF0 cent struct offset
0x1DC as suggested in struct

Last edited by SpawnZ; 12-08-2009 at 06:13 AM.
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Old 12-08-2009, 06:28 AM   #10
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Quote:
Originally Posted by SpawnZ View Post
I'm doing it more of a ghetto way, but to no avail.



Any suggestions?

"e" being the var in for-loop
0x204 cent struct size
0x8F0CF0 cent struct offset
0x1DC as suggested in struct

You should use structs, its easier. I think your math placement is wrong

it should be (Clientbase + ClientSize * e ) + 0x1DC
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Old 12-08-2009, 04:20 PM   #11
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Quote:
Originally Posted by Kozmo View Post
You should use structs, its easier. I think your math placement is wrong

it should be (Clientbase + ClientSize * e ) + 0x1DC
Aight Kozmo, thanks for the feedback I'll go try that. However, I did the EXACT same thing in cod4 and my math was correct but idk.

//edit: Yeah I tried what you suggested it didn't work. My math is correct but I've come to realize I probably just have the wrong address. Any idea of the correct one?

[Auto Merged - 23:57:35 UTC]

Ok after looking over the code again and re-reading s0b's post I found my mistake! (oh and my math was correct)

Anyways, this is how I'm doing IsAlive. Feel free to use it, the least I can do!


Quote:
int IsAlive = *(int*)( (e * 0x204) + (0x8F0CF0 + 0x1DC) );

if( !(IsAlive &1) )
continue;

Last edited by SpawnZ; 12-09-2009 at 12:58 AM.
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Old 12-09-2009, 05:29 AM   #12
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Quote:
int IsAlive = *(int*)( (e * 0x204) + (0x8F0CF0 + 0x1DC) );

if( !(IsAlive &1) )
continue;
cool way of doing it i'm glad ya fixed it!

has anyone been able to fix shaky esp for d3d stuff? no matter what i do when i press w/a/s/d or shift keys my esp shakes when i stand still its fine, tried sobeit's fix but still no go
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Old 12-09-2009, 06:36 AM   #13
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Quote:
Originally Posted by smoochy View Post
cool way of doing it i'm glad ya fixed it!

has anyone been able to fix shaky esp for d3d stuff? no matter what i do when i press w/a/s/d or shift keys my esp shakes when i stand still its fine, tried sobeit's fix but still no go
Yeah I get that terrible problem too. However, it reduces when I play at a lower resolution in fullscreen though. I don't know if it's just because we're drawing with d3d or drawing in endscene.

//edit: If it didn't shake, it would look nice all the time.


Last edited by SpawnZ; 12-09-2009 at 07:22 AM.
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Old 12-09-2009, 11:41 PM   #14
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This may be a stupid suggestion, but I believe in the console there is a command for camera "bob". Possibly player_camerBob (close to that). You should try setting that to 0(no bobbing) and try your esp again.
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Old 12-10-2009, 01:11 AM   #15
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Quote:
Originally Posted by SpawnZ View Post
Yeah I get that terrible problem too. However, it reduces when I play at a lower resolution in fullscreen though. I don't know if it's just because we're drawing with d3d or drawing in endscene.

//edit: If it didn't shake, it would look nice all the time.

nice esp, heres mine:


that ss is a few days old, got explosive pickup esp to work now too, but now ALL my esp shakes like crazy, you can sit and watch people play in specator mode and nothing shakes, when i press w/a/s/d or shift again it shakes in that direction. but still better than nothing

thanks for the tip KronoteK!

found
Code:
004E254E   68 ECBB7100      PUSH iw4mp.0071BBEC                      ; ASCII "player_sprintCameraBob"
will try some stuff and see

Last edited by smoochy; 12-10-2009 at 01:15 AM.
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Old 12-10-2009, 01:15 AM   #16
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Quote:
Originally Posted by smoochy View Post
nice esp, heres mine:


that ss is a few days old, got explosive pickup esp to work now too, but now ALL my esp shakes like crazy, you can sit and watch people play in specator mode and nothing shakes, when i press w/a/s/d or shift again it shakes in that direction. but still better than nothing
How is your crosshair so small! Pretty snazy esp although it looks crouded tbh.
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Old 12-10-2009, 01:15 AM   #17
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interpolate your movement could help?
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Old 12-10-2009, 01:20 AM   #18
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Quote:
Originally Posted by KronoteK View Post
How is your crosshair so small! Pretty snazy esp although it looks crouded tbh.
yeh its crowded cause the map just starts so all the players are near each other so the esp over laps. the crosshair can be done like that in cweapon class.

will probably make the font smaller too
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Old 12-10-2009, 04:43 AM   #19
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Quote:
Originally Posted by smoochy View Post
yeh its crowded cause the map just starts so all the players are near each other so the esp over laps. the crosshair can be done like that in cweapon class.

will probably make the font smaller too
So did you ever see if the shaking was reduced through that "bob" idea?
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Old 12-10-2009, 05:00 AM   #20
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Quote:
Originally Posted by SpawnZ View Post
So did you ever see if the shaking was reduced through that "bob" idea?
yeah i tried what strife posted and did this

Code:
Cvars* bob = Vars->GetCvarByName("player_sprintCameraBob");
and turned it off & on but nothing worked.

sucks but still playable
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