bool w2scn(_vec3 from, _vec3 to) { float w = 0.0f; to.x = ViewMatrix[0] * from.x + ViewMatrix[1] * from.y + ViewMatrix[2] * from.z + ViewMatrix[3]; to.y = ViewMatrix[4] * from.x + ViewMatrix[5] * from.y + ViewMatrix[6] * from.z + ViewMatrix[7]; w = ViewMatrix[12] * from.x + ViewMatrix[13] * from.y + ViewMatrix[14] * from.z + ViewMatrix[15]; if (w < 0.01f) { return(false); } float invw = 1.0f / w; to.x *= invw; to.y *= invw; int width = Width; int height = Height; float x = width / 2; float y = height / 2; x += 0.5f * to.x * width + 0.5f; y -= 0.5f * to.y * height + 0.5f; to.x = x; to.y = y; W2SNPos.x = to.x; W2SNPos.y = to.y; return(true); }
public float distance(_vec3 l, _vec3 e) { float dist; dist = (float)Math.Sqrt(Math.Pow(l.x - e.x, 2) + Math.Pow(l.y - e.y, 2) + Math.Pow(l.z - e.z, 2)); return(dist); }
double Distance(_vec3 point1, _vec3 point2) { double distance = Math.Sqrt(((int)point1.x - (int)point2.x) * ((int)point1.x - (int)point2.x) + ((int)point1.y - (int)point2.y) * ((int)point1.y - (int)point2.y) + ((int)point1.z - (int)point2.z) * ((int)point1.z - (int)point2.z)); distance = Math.Round(distance, 3); return(distance); }
_vec3 GetBonePos(int target, int bone) { int bMatrix = _m.rdInt(target + boneMatrix); _vec3 vec = new _vec3(); vec.x = _m.rdFloat(bMatrix + (0x30 * bone) + 0xC); vec.y = _m.rdFloat(bMatrix + (0x30 * bone) + 0x1C); vec.z = _m.rdFloat(bMatrix + (0x30 * bone) + 0x2C); return(vec); }
public float dot(_vec3 dot) { return (x * dot.x + y * dot.y + z * dot.z); }
public float distance(_vec3 l, _vec3 e) { float dist; dist = (float)Math.Sqrt(Math.Pow(l.x - e.x, 2) + Math.Pow(l.y - e.y, 2) + Math.Pow(l.z - e.z, 2)); return dist; }
bool w2scn(_vec3 from, _vec3 to) { float w = 0.0f; to.x = ViewMatrix[0] * from.x + ViewMatrix[1] * from.y + ViewMatrix[2] * from.z + ViewMatrix[3]; to.y = ViewMatrix[4] * from.x + ViewMatrix[5] * from.y + ViewMatrix[6] * from.z + ViewMatrix[7]; w = ViewMatrix[12] * from.x + ViewMatrix[13] * from.y + ViewMatrix[14] * from.z + ViewMatrix[15]; if (w < 0.01f) return false; float invw = 1.0f / w; to.x *= invw; to.y *= invw; int width = Width; int height = Height; float x = width / 2; float y = height / 2; x += 0.5f * to.x * width + 0.5f; y -= 0.5f * to.y * height + 0.5f; to.x = x; to.y = y; W2SNPos.x = to.x; W2SNPos.y = to.y; return true; }
_vec3 GetBonePos(int target, int bone) { int bMatrix = _m.rdInt(target + boneMatrix); _vec3 vec = new _vec3(); vec.x = _m.rdFloat(bMatrix + (0x30 * bone) + 0xC); vec.y = _m.rdFloat(bMatrix + (0x30 * bone) + 0x1C); vec.z = _m.rdFloat(bMatrix + (0x30 * bone) + 0x2C); return vec; }
int EnemyPosToRadar(_vec3 pos, int player, int yOff) { float r_1, r_2; float x_1, y_1; _vec3 LocalPlayerPos; LocalPlayerPos = _m.rdVector(GetLocalPlayer() + PosOffset); r_1 = -(pos.y - LocalPlayerPos.y); //Get the player's position in relation to my own, being as I'm the center of the radar. r_2 = pos.x - LocalPlayerPos.x; _vec3 eyeAngles = GetEyeAngles(); float Yaw = eyeAngles.y - 90.0f; float yawToRadian = D3DXToRadian(Yaw); x_1 = (float)(r_2 * (float)Math.Cos((double)(yawToRadian)) - r_1 * Math.Sin((double)(yawToRadian))) / 20; // Try to calculate their X & Y on the radar, using their position relative to me, and also taking my yaw into account y_1 = (float)(r_2 * (float)Math.Sin((double)(yawToRadian)) + r_1 * Math.Cos((double)(yawToRadian))) / 20; //x_1 *= 2; x_1 += 123; // this adds half the width of the radar to the x pos y_1 += 599; // + half height. //Draws this code so I can see the numbers incase they're just retarded /* Clamps */ if (x_1 < 25) { x_1 = 25; } if (x_1 > 220) { x_1 = 220; } if (y_1 > 697) { y_1 = 697; } if (y_1 < 502) { y_1 = 502; } /* Clamps */ /* Colors the box in relation to their team #*/ y_1 += yOff; int enemyTeam = _m.rdInt(player + teamoff); int localTeam = _m.rdInt(GetLocalPlayer() + teamoff); if (enemyTeam == localTeam) { if (pos.z - LocalPlayerPos.z > 75) { FillRGB(x_1, y_1, 5, 5, 255, 0, 255, 255); // Purple } else if (pos.z - LocalPlayerPos.z < -75) { FillRGB(x_1, y_1, 5, 5, 7, 223, 255, 255);// Light Blue } else { FillRGB(x_1, y_1, 5, 5, 0, 255, 0, 255);// Green } } if (enemyTeam != localTeam) { if (pos.z - LocalPlayerPos.z > 75) { FillRGB(x_1, y_1, 5, 5, 255, 255, 0, 255); // Yellow } else if (pos.z - LocalPlayerPos.z < -75) { FillRGB(x_1, y_1, 5, 5, 255, 111, 0, 255);// Orange } else { FillRGB(x_1, y_1, 5, 5, 255, 0, 0, 255); // Red } } return 0; }
private void dxThread() { _m.StartProcess(); _client = _m.DllImageAddress("client.dll"); while (true) { //Time how long this shit takes System.Diagnostics.Stopwatch s = new System.Diagnostics.Stopwatch(); s.Start(); //Do d3d shit device.Clear(D3D.ClearFlags.Target, Color.FromArgb(0, 0, 0, 0), 1.0f, 0); device.RenderState.ZBufferEnable = false; device.RenderState.Lighting = false; device.RenderState.CullMode = D3D.Cull.None; device.Transform.Projection = Matrix.OrthoOffCenterLH(0, this.Width, this.Height, 0, 0, 1); device.BeginScene(); //Local Player Reads int LocalPlayer = _m.rdInt(_client + pBaseOff); int LocalPlayerHealth = _m.rdInt(LocalPlayer + hOff); int LocalTeam = _m.rdInt(LocalPlayer + teamoff); _vec3 playerPos = GetPlayerPosition(); //Recoil crosshair, f**k toggles if (GetAsyncKeyState(0x001) != 0) { _vec3 punchAngs = _m.rdVector(LocalPlayer + pAngs); int crX = this.Width / 2, crY = this.Height / 2; int dy = this.Height / 90; int dx = this.Width / 90; int drX = crX - (int)(dx * (punchAngs.y)) + fuckingshitoffsetfuck; int drY = crY + (int)(dy * (punchAngs.x)) + fuckingshitoffsetfuck; DrawLine(drX - 6, drY, drX + 6, drY, 1, Color.Red); DrawLine(drX, drY - 6, drX, drY + 6, 1, Color.Red); } //Draw the radar int yOff = this.Height - 600-200; DrawGUIBox(25, yOff + 501, 200, 200, 255, 255, 255, 200, 0, 0, 0, 0); //GradientFunc(25, yOff + 500, 200, 200, 10, 10, 80, 250); FillRGB(25, yOff + 500, 200, 200, 90, 90, 90, 255); DrawLine(25, yOff + 500, 125, yOff + 600, 150, 150, 150, 255); DrawLine(225, yOff + 500, 125, yOff + 600, 150, 150, 150, 255); DrawLine(125, yOff + 600, 125, yOff + 700, 150, 150, 150, 255); DrawLine(25, yOff + 600, 225, yOff + 600, 150, 150, 150, 255); FillRGB(124, yOff + 600, 3, 3, 255, 255, 255, 255); //ViewMatrix Read //Mind you this is terribly inefficient for (int j = 0; j < 16; j++) ViewMatrix[j] = _m.rdFloat(_client + 0x4A04564 + (j * 0x4)); //Entity Loop for (int i = 0; i < 64; i++) { int ent = _m.rdInt(_client + entList + (i * 0x10)); if (ent == 0 || ent == LocalPlayer) continue; int entHealth = _m.rdInt(ent + hOff); if (entHealth == 0) continue; int entTeam = _m.rdInt(ent + teamoff); _vec3 entPos = GetentPosition(i); _vec3 test = new _vec3(); //Draw them on the Radar EnemyPosToRadar(entPos, ent, yOff); //Radar Done if (w2scn(entPos, test)) { Point pos = new Point((int)W2SNPos.x, (int)W2SNPos.y); Color col; if (entTeam != LocalTeam) { col = Color.Red; } else { col = Color.Green; } if (esp) { _ShadowText("" + entHealth, pos, col); _vec3 head = GetBonePos(ent, 10); if (w2scn(head, test)) { float height = W2SNPos.y - pos.Y; float headPosx = W2SNPos.x; float headPosy = W2SNPos.y; //Box DrawLine(pos.X - (height / 4), headPosy, pos.X - (height / 4), pos.Y, 1, col); DrawLine(pos.X + (height / 4), headPosy, pos.X + (height / 4), pos.Y, 1, col); DrawLine(pos.X - (height / 4), headPosy, pos.X + (height / 4), headPosy, 1, col); DrawLine(pos.X - (height / 4), pos.Y, pos.X + (height / 4), pos.Y, 1, col); //Line //DrawLine(pos.X, headPosy, pos.X, pos.Y,1, col); } } } } int TextX = 15; //Draw a little box thing DrawTransparentBox(0, 0, 250, 20, 175, Color.Black); //Hack title, f**k you _ShadowText("CSGO Overlay by Jumbo and Mambda", new Point(1, 0), Color.DeepSkyBlue); //Little lines to look cool and shit DrawLine(250, 0, 250, 20, 1, Color.DeepSkyBlue); DrawLine(0, 20, 250, 20, 1, Color.DeepSkyBlue); s.Stop(); //See how long that shit took _ShadowText("" + s.ElapsedMilliseconds + "ms", new Point(220, 0), Color.DeepSkyBlue); device.EndScene(); device.Present(); //End that d3d shit } }
double Distance(_vec3 point1, _vec3 point2) { double distance = Math.Sqrt(((int)point1.x - (int)point2.x) * ((int)point1.x - (int)point2.x) + ((int)point1.y - (int)point2.y) * ((int)point1.y - (int)point2.y) + ((int)point1.z - (int)point2.z) * ((int)point1.z - (int)point2.z)); distance = Math.Round(distance, 3); return distance; }
private void dxThread() { _m.StartProcess(); _client = _m.DllImageAddress("client.dll"); while (true) { //Time how long this shit takes System.Diagnostics.Stopwatch s = new System.Diagnostics.Stopwatch(); s.Start(); //Do d3d shit device.Clear(D3D.ClearFlags.Target, Color.FromArgb(0, 0, 0, 0), 1.0f, 0); device.RenderState.ZBufferEnable = false; device.RenderState.Lighting = false; device.RenderState.CullMode = D3D.Cull.None; device.Transform.Projection = Matrix.OrthoOffCenterLH(0, this.Width, this.Height, 0, 0, 1); device.BeginScene(); //Local Player Reads int LocalPlayer = _m.rdInt(_client + pBaseOff); int LocalPlayerHealth = _m.rdInt(LocalPlayer + hOff); int LocalTeam = _m.rdInt(LocalPlayer + teamoff); _vec3 playerPos = GetPlayerPosition(); //Recoil crosshair, f**k toggles if (GetAsyncKeyState(0x001) != 0) { _vec3 punchAngs = _m.rdVector(LocalPlayer + pAngs); int crX = this.Width / 2, crY = this.Height / 2; int dy = this.Height / 90; int dx = this.Width / 90; int drX = crX - (int)(dx * (punchAngs.y)) + fuckingshitoffsetfuck; int drY = crY + (int)(dy * (punchAngs.x)) + fuckingshitoffsetfuck; DrawLine(drX - 6, drY, drX + 6, drY, 1, Color.Red); DrawLine(drX, drY - 6, drX, drY + 6, 1, Color.Red); } //Draw the radar int yOff = this.Height - 600 - 200; DrawGUIBox(25, yOff + 501, 200, 200, 255, 255, 255, 200, 0, 0, 0, 0); //GradientFunc(25, yOff + 500, 200, 200, 10, 10, 80, 250); FillRGB(25, yOff + 500, 200, 200, 90, 90, 90, 255); DrawLine(25, yOff + 500, 125, yOff + 600, 150, 150, 150, 255); DrawLine(225, yOff + 500, 125, yOff + 600, 150, 150, 150, 255); DrawLine(125, yOff + 600, 125, yOff + 700, 150, 150, 150, 255); DrawLine(25, yOff + 600, 225, yOff + 600, 150, 150, 150, 255); FillRGB(124, yOff + 600, 3, 3, 255, 255, 255, 255); //ViewMatrix Read //Mind you this is terribly inefficient for (int j = 0; j < 16; j++) { ViewMatrix[j] = _m.rdFloat(_client + 0x4A04564 + (j * 0x4)); } //Entity Loop for (int i = 0; i < 64; i++) { int ent = _m.rdInt(_client + entList + (i * 0x10)); if (ent == 0 || ent == LocalPlayer) { continue; } int entHealth = _m.rdInt(ent + hOff); if (entHealth == 0) { continue; } int entTeam = _m.rdInt(ent + teamoff); _vec3 entPos = GetentPosition(i); _vec3 test = new _vec3(); //Draw them on the Radar EnemyPosToRadar(entPos, ent, yOff); //Radar Done if (w2scn(entPos, test)) { Point pos = new Point((int)W2SNPos.x, (int)W2SNPos.y); Color col; if (entTeam != LocalTeam) { col = Color.Red; } else { col = Color.Green; } if (esp) { _ShadowText("" + entHealth, pos, col); _vec3 head = GetBonePos(ent, 10); if (w2scn(head, test)) { float height = W2SNPos.y - pos.Y; float headPosx = W2SNPos.x; float headPosy = W2SNPos.y; //Box DrawLine(pos.X - (height / 4), headPosy, pos.X - (height / 4), pos.Y, 1, col); DrawLine(pos.X + (height / 4), headPosy, pos.X + (height / 4), pos.Y, 1, col); DrawLine(pos.X - (height / 4), headPosy, pos.X + (height / 4), headPosy, 1, col); DrawLine(pos.X - (height / 4), pos.Y, pos.X + (height / 4), pos.Y, 1, col); //Line //DrawLine(pos.X, headPosy, pos.X, pos.Y,1, col); } } } } int TextX = 15; //Draw a little box thing DrawTransparentBox(0, 0, 250, 20, 175, Color.Black); //Hack title, f**k you _ShadowText("CSGO Overlay by Jumbo and Mambda", new Point(1, 0), Color.DeepSkyBlue); //Little lines to look cool and shit DrawLine(250, 0, 250, 20, 1, Color.DeepSkyBlue); DrawLine(0, 20, 250, 20, 1, Color.DeepSkyBlue); s.Stop(); //See how long that shit took _ShadowText("" + s.ElapsedMilliseconds + "ms", new Point(220, 0), Color.DeepSkyBlue); device.EndScene(); device.Present(); //End that d3d shit } }
int EnemyPosToRadar(_vec3 pos, int player, int yOff) { float r_1, r_2; float x_1, y_1; _vec3 LocalPlayerPos; LocalPlayerPos = _m.rdVector(GetLocalPlayer() + PosOffset); r_1 = -(pos.y - LocalPlayerPos.y); //Get the player's position in relation to my own, being as I'm the center of the radar. r_2 = pos.x - LocalPlayerPos.x; _vec3 eyeAngles = GetEyeAngles(); float Yaw = eyeAngles.y - 90.0f; float yawToRadian = D3DXToRadian(Yaw); x_1 = (float)(r_2 * (float)Math.Cos((double)(yawToRadian)) - r_1 * Math.Sin((double)(yawToRadian))) / 20; // Try to calculate their X & Y on the radar, using their position relative to me, and also taking my yaw into account y_1 = (float)(r_2 * (float)Math.Sin((double)(yawToRadian)) + r_1 * Math.Cos((double)(yawToRadian))) / 20; //x_1 *= 2; x_1 += 123; // this adds half the width of the radar to the x pos y_1 += 599; // + half height. //Draws this code so I can see the numbers incase they're just retarded /* Clamps */ if (x_1 < 25) { x_1 = 25; } if (x_1 > 220) { x_1 = 220; } if (y_1 > 697) { y_1 = 697; } if (y_1 < 502) { y_1 = 502; } /* Clamps */ /* Colors the box in relation to their team #*/ y_1 += yOff; int enemyTeam = _m.rdInt(player + teamoff); int localTeam = _m.rdInt(GetLocalPlayer() + teamoff); if (enemyTeam == localTeam) { if (pos.z - LocalPlayerPos.z > 75) { FillRGB(x_1, y_1, 5, 5, 255, 0, 255, 255); // Purple } else if (pos.z - LocalPlayerPos.z < -75) { FillRGB(x_1, y_1, 5, 5, 7, 223, 255, 255);// Light Blue } else { FillRGB(x_1, y_1, 5, 5, 0, 255, 0, 255);// Green } } if (enemyTeam != localTeam) { if (pos.z - LocalPlayerPos.z > 75) { FillRGB(x_1, y_1, 5, 5, 255, 255, 0, 255); // Yellow } else if (pos.z - LocalPlayerPos.z < -75) { FillRGB(x_1, y_1, 5, 5, 255, 111, 0, 255);// Orange } else { FillRGB(x_1, y_1, 5, 5, 255, 0, 0, 255); // Red } } return(0); }
public float dot(_vec3 dot) { return(x * dot.x + y * dot.y + z * dot.z); }