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  • Page 1 of 3 123 LastLast
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    1. #1
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      ESP Problem with WorldToScreen function Fleep

      Silent VPN
      Hi, I have a problem with the function WorldToScreen:

      typedef struct
      {
      float flMatrix [4][4];
      }WorldToScreenMatrix_t;

      bool WorldToScreen(float * from, float * to)
      {
      float w = 0.0f;

      to[0] = MyPlayer.WorldToScreenMatrix.flMatrix[0][0] * from[0] + MyPlayer.WorldToScreenMatrix.flMatrix[0][1] * from[1] + MyPlayer.WorldToScreenMatrix.flMatrix[0][2] * from[2] + MyPlayer.WorldToScreenMatrix.flMatrix[0][3];
      to[1] = MyPlayer.WorldToScreenMatrix.flMatrix[1][0] * from[0] + MyPlayer.WorldToScreenMatrix.flMatrix[1][1] * from[1] + MyPlayer.WorldToScreenMatrix.flMatrix[1][2] * from[2] + MyPlayer.WorldToScreenMatrix.flMatrix[1][3];
      w = MyPlayer.WorldToScreenMatrix.flMatrix[3][0] * from[0] + MyPlayer.WorldToScreenMatrix.flMatrix[3][1] * from[1] + MyPlayer.WorldToScreenMatrix.flMatrix[3][2] * from[2] + MyPlayer.WorldToScreenMatrix.flMatrix[3][3];

      Because I do not know what comprises a multidimensional array of float.
      Could someone write me what each float?

      flMatrix[0][0] = ?
      flMatrix[0][1] = ?
      flMatrix[0][2] = ?
      flMatrix[0][3] = ?

      flMatrix[1][0] = ?
      flMatrix[1][1] = ?
      flMatrix[1][2] = ?
      flMatrix[1][3] = ?

      flMatrix[3][0] = ?
      flMatrix[3][1] = ?
      flMatrix[3][2] = ?
      flMatrix[3][3] = ?


      I have the data:
      Player(X,Y,Z)
      Enemy(X,Y,Z)
      AngleRotation(X,Y,Z): (X= min -89.00, max 89.00), (Y= min -179.96, max 179.96), (Z= 0.0)
      Screen(W,H)

      Maybe you know how to use OllyDbg to find the functions where the data is located,
      because I would be able to do not only ESP Hack for CS: S and CS: GO,
      but also to other games, and do not always fit the data will be.

      If you've been somewhere about where it is already Poise, please link, unfortunately I have not found.

      Thank you and I hope for your help.

    2. #2
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      Quote Originally Posted by MrKerras View Post
      Could someone write me what each float?
      No because they are going to change all the Time.

      Code:
      WorldToScreenMatrix_t pMatrix;
      pMatrix = Memory::Read< WorltToScreenMatrix_t >( Memory::g_pModule->GetModule( "client" ) + OFFSET_VIEWMATRIX );
      Last edited by rN'; 06-07-2014 at 03:24 AM.

    3. #3
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      I know I do not mean values​​, only one, position, rotation, etc. ?

      I'll tell in simple.
      Data obtained from "WorldToScreenMatrix" are not correct, the point is that it does not fit, so I want to know is what type of data
      or flMatrix [0] [0] is the Enemy Position X or Y or Z, or X or Y PlayerPos or Z, or X or Y Angle
      What contain the data, what they mean.
      Last edited by MrKerras; 06-07-2014 at 05:54 AM.

    4. #4
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      Or give me the address for WorldToScreenMatrix in Counter-Strike Global Offensive, then see for yourself what that answer, as to what fits.

    5. #5
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      ViewMatrix = 0xA37B84

    6. #6
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      client.dll+0xA37B84 ?

      Because in "engine.dll+0xA37B84" are all zeros.

      I checked on client.dll and running but it is not yet ok
      when I'm dating at the bottom or in the middle of it works, but when I look at the sky that surround your opponent falls down.
      Last edited by MrKerras; 06-07-2014 at 01:40 PM.

    7. #7
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      Sorry to refresh this topic, but needs help.
      I do not work for me properly function:

      bool WorldToScreen(float * from, float * to, TWorldToScreenMatrix WorldToScreenMatrix, RECT m_Rect)
      {
      float w = 0.0f;

      to[0] = WorldToScreenMatrix.flMatrix[0][0] * from[0] + WorldToScreenMatrix.flMatrix[0][1] * from[1] + WorldToScreenMatrix.flMatrix[0][2] * from[2] + WorldToScreenMatrix.flMatrix[0][3];
      to[1] = WorldToScreenMatrix.flMatrix[1][0] * from[0] + WorldToScreenMatrix.flMatrix[1][1] * from[1] + WorldToScreenMatrix.flMatrix[1][2] * from[2] + WorldToScreenMatrix.flMatrix[1][3];
      w = WorldToScreenMatrix.flMatrix[3][0] * from[0] + WorldToScreenMatrix.flMatrix[3][1] * from[1] + WorldToScreenMatrix.flMatrix[3][2] * from[2] + WorldToScreenMatrix.flMatrix[3][3];


      if(w < 0.01f)
      return false;

      float invw = 1.0f / w;
      to[0] *= invw;
      to[1] *= invw;

      int width = (int)(m_Rect.right - m_Rect.left);
      int height = (int)(m_Rect.bottom - m_Rect.top);

      float x = width/2;
      float y = height/2;

      x += 0.5 * to[0] * width + 0.5;
      y -= 0.5 * to[1] * height + 0.5;

      to[0] = x;
      to[1] = y;

      return true;
      }


      In the pictures below is presented the problem of underreporting of the "Y" when you look up.

      Click image for larger version. 

Name:	csgo_hack_image_1.jpg 
Views:	23 
Size:	218.6 KB 
ID:	2624
      Click image for larger version. 

Name:	csgo_hack_image_2.jpg 
Views:	19 
Size:	178.7 KB 
ID:	2625

      I'm sorry too for my english, but I'm counting on your help.

    8. #8
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      Quote Originally Posted by MrKerras View Post
      Sorry to refresh this topic, but needs help.
      I do not work for me properly function:

      bool WorldToScreen(float * from, float * to, TWorldToScreenMatrix WorldToScreenMatrix, RECT m_Rect)
      {
      float w = 0.0f;

      to[0] = WorldToScreenMatrix.flMatrix[0][0] * from[0] + WorldToScreenMatrix.flMatrix[0][1] * from[1] + WorldToScreenMatrix.flMatrix[0][2] * from[2] + WorldToScreenMatrix.flMatrix[0][3];
      to[1] = WorldToScreenMatrix.flMatrix[1][0] * from[0] + WorldToScreenMatrix.flMatrix[1][1] * from[1] + WorldToScreenMatrix.flMatrix[1][2] * from[2] + WorldToScreenMatrix.flMatrix[1][3];
      w = WorldToScreenMatrix.flMatrix[3][0] * from[0] + WorldToScreenMatrix.flMatrix[3][1] * from[1] + WorldToScreenMatrix.flMatrix[3][2] * from[2] + WorldToScreenMatrix.flMatrix[3][3];


      if(w < 0.01f)
      return false;

      float invw = 1.0f / w;
      to[0] *= invw;
      to[1] *= invw;

      int width = (int)(m_Rect.right - m_Rect.left);
      int height = (int)(m_Rect.bottom - m_Rect.top);

      float x = width/2;
      float y = height/2;

      x += 0.5 * to[0] * width + 0.5;
      y -= 0.5 * to[1] * height + 0.5;

      to[0] = x;
      to[1] = y;

      return true;
      }


      In the pictures below is presented the problem of underreporting of the "Y" when you look up.

      Click image for larger version. 

Name:	csgo_hack_image_1.jpg 
Views:	23 
Size:	218.6 KB 
ID:	2624
      Click image for larger version. 

Name:	csgo_hack_image_2.jpg 
Views:	19 
Size:	178.7 KB 
ID:	2625

      I'm sorry too for my english, but I'm counting on your help.
      that is how the equation works, it would take a lot more maths and coding to have it as perfect as you want as you are still modifying the view matrix, same as when you look down a scope.

      FYI, its also just a 3x4 matrix not 4x4
      No Need For Anything Extravagant, Your Blood As A Present Shall Suffice.

    9. Thanks MrKerras thanked for this post
    10. #9
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      Thank you, need to check yet, can I find a solution.
      Check me if the address is correct and whether the data fit ViewMatrix.

      Here is a screen of CheatEngine for ViewMatrix address.
      Click image for larger version. 

Name:	PlayerMatrixBaseOff.jpg 
Views:	42 
Size:	143.4 KB 
ID:	2633

    11. #10
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      Silent VPN
      He was back and update Things have changed almost everything, including ViewMatrix.
      I found 500 static addresses when looking like Fleep.
      I do not know which one is the right address, you can write to me like you are searching for him?

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