Can this thread be moved to the correct place?

I've seen so many threads about "WORLD TO SCREEN HARD TO FIND" after fleep released his ESP tutorial.

This tutorial basically does an alternate using math, world to screen is not used at all in this.

You will need aimbot angle and your view angle, so this will be really easy to implement into your aimbot if its external and writes memory.

Get your current view and subtract it from the aimbot angle.

float Xdif = Enemy

I've seen so many threads about "WORLD TO SCREEN HARD TO FIND" after fleep released his ESP tutorial.

This tutorial basically does an alternate using math, world to screen is not used at all in this.

You will need aimbot angle and your view angle, so this will be really easy to implement into your aimbot if its external and writes memory.

Get your current view and subtract it from the aimbot angle.

float Xdif = Enemy

*.AimbotAngle[1] - ViewX;*

since your FOV is only 90 (CSS example) you will have 45 left, 45 right.

you will have to get your window size and divide it by 90(which is the FOV)

GetWindowRect(FindWindow(NULL, "Counter-Strike Source"), &m_Rect);

int dx = (m_Rect.right-m_Rect.left)/90;

pixels are only positive. so if you are aiming left of the aimbot angle then it will be negative values.

the FOV is only 90 so we add what's half of that to the Xdif

Xdif += 45;

Now you have a value like 0 through 90 (the only important ones)

0 is the very left of the screen and 90 is the very right, but this is only if your resolution is 90,90 which would be impossible to play anyways.

So multiply Xdif * dx

If you did all the math correctly then you should have the new x position to draw the ESP box.

I'll use an image I'm going to wrap up in photoshop to try to make this more simple.

Here's your FOV. Grabbing your aimbotangle-myview (example=13)

0 is your current angle

Your resolution can't get below 0 so we will add 45 which is half of the FOV

The red line is the Aimbot angle - myview(13+45)

since your resolution is NOT 90, 90

we will do some math here: current resolution (eg:800) / 90

This is 8.88888888....

Now if you multiply 8.9 to your aimbotangle - myview (58) Then you will have the correct amount of pixels to start drawing the ESP.

or the X value.

using my example to draw my ESP I have to draw 516 pixels from the left of my CSS

repeat this process for the Y and you will have your X and Y positions for the ESP

Credits all go to me and algebra.

Thanks for reading!since your FOV is only 90 (CSS example) you will have 45 left, 45 right.

you will have to get your window size and divide it by 90(which is the FOV)

GetWindowRect(FindWindow(NULL, "Counter-Strike Source"), &m_Rect);

int dx = (m_Rect.right-m_Rect.left)/90;

pixels are only positive. so if you are aiming left of the aimbot angle then it will be negative values.

the FOV is only 90 so we add what's half of that to the Xdif

Xdif += 45;

Now you have a value like 0 through 90 (the only important ones)

0 is the very left of the screen and 90 is the very right, but this is only if your resolution is 90,90 which would be impossible to play anyways.

So multiply Xdif * dx

If you did all the math correctly then you should have the new x position to draw the ESP box.

I'll use an image I'm going to wrap up in photoshop to try to make this more simple.

Here's your FOV. Grabbing your aimbotangle-myview (example=13)

0 is your current angle

Your resolution can't get below 0 so we will add 45 which is half of the FOV

The red line is the Aimbot angle - myview(13+45)

since your resolution is NOT 90, 90

we will do some math here: current resolution (eg:800) / 90

This is 8.88888888....

Now if you multiply 8.9 to your aimbotangle - myview (58) Then you will have the correct amount of pixels to start drawing the ESP.

or the X value.

using my example to draw my ESP I have to draw 516 pixels from the left of my CSS

repeat this process for the Y and you will have your X and Y positions for the ESP

Credits all go to me and algebra.

Thanks for reading!

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