Solved World to screen coordinates?

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acss

Newbie
Nov 1, 2012
2
302
0
Hi

I am trying to create an external esp hack for assault cube.
The problem I have is that I cant figure out how to convert world to screen coordinates. I know there is a function called D3DXVec3Project but this function requires a projection, view and world matrix and I dont have any of these (I just have the matrices from the device of my layered window where I do drawing action and I dont think that they are the right ones for this function).
The things I got are the X, Y and Z coordinates of an enemy and the X, Y viewangle of the player and of course the dimensions of the window. Are these information enough to convert the coordinates or do I need to get more information?
 

leetal99

Newbie
Full Member
Nov 8, 2013
6
122
0
Yo Fleep, I have one question.

In this function

C++:
PlayerDataVec GetPlayerVec()
{
    PlayerDataVec playerRet; // Declare our player vector here

	playerRet.health =*(int*)(0x12886A0);
    playerRet.isInGame =*(int*)(0x74E35C);
    //Get our client number
    playerRet.clientNum = *(int*)(0x74E338);
    playerRet.team = *(int*)(0x83928C); //GET OUR current team so we don't shoot at team mates
    //GET OUR FIELD OF VIEW
    fov[0] = *(float*)(0x797610);
    fov[1] = *(float*)(0x797614);
      
    viewAngles.x = *(float*)(0x79B698);
    viewAngles.y = *(float*)(0x79B69C);
    viewAngles.z = *(float*)(0x79B6A0);
    //playerRet.xPos = *(float*)(0x797618); // these can also be used
    //playerRet.yPos = *(float*)(0x79761C); // but they're later down in CE list
    //playerRet.zPos = *(float*)(0x797620); // so the top-most are used below
	playerRet.xPos = *(float*)(0x72AF2C);	
	playerRet.zPos = *(float*)(0x72AF30);
	playerRet.yPos = *(float*)(0x72AF34); 
    playerRet.clientNum = *(float*)(0x74E338);

    return playerRet;
}

you read 3 viewAngles. And like, if X is camera Yaw, and Y is the Pitch, then what is Z?
 

squeenie

Hacker
Meme Tier VIP
Dank Tier Donator
Mar 6, 2013
677
5,478
37
Z is roll. For example, leaning left and right. Not always used.
 
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