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Code - ESP/Nomes/Sangue/Aviso/Distância/Esqueleto/Circulo/Caixa 2D/Caixa 3D/Linhas....
ReturnsBR postou um tópico no fórum em Combat Arms - Coding/Source
Bom para ajudar algumas pessoas fiz uma breve modificada nessas ESP, sim estavá usando na minha base, porém não ligo de compartilha, não é que é feita de modo diferente isso varia da imaginação de cada um para deixar com uma boa aparência, o que deixa ela com um estilo legal , é fonte e uma paciência enorme para ajustar . Bom isso ae varia da capacidade de cada um para módificar....... Lembrando é apenas para Player Inimigo VOID Esp(LPDIRECT3DDEVICE9 m_Device) { if (Variable[0] > 0 || Variable[1] > 0 || Variable[2] > 0 || Variable[3] > 0 || Variable[4] > 0 || Variable[5] > 0 || Variable[6] > 0 || Variable[7] > 0 || Variable[8] > 0 || Variable[9] > 0 || Variable[10]) { cGameClientCShell *pGameClientCShell = *(cGameClientCShell **)ADDR_GAMECLIENTCSHELL; cSFXMgr* SFXMgr = pGameClientCShell->GetSFXMgr(); if (ValidPointer(SFXMgr)) { for (INT i = 0; i < SFXMgr->SFXList[0x18].Num; i++) { cCharacterFX *CharacterFX = (cCharacterFX *)SFXMgr->SFXList[0x18].List[i]; if (ValidPointer(CharacterFX) && ValidPointer(CharacterFX->Object)) { cPlayerInfo *Player = GetPlayerByIndex(ulThis, CharacterFX->Index, FALSE); cPlayerInfo *Local = GetLocalPlayer(ulThis); if (ValidPointer(Player) && !Player->pIsDead) { D3DCOLOR Esp_Color; Transform Transformado; pLTModel->GetNodeTransform((INT*)CharacterFX->Object, 4, &Transformado, TRUE); D3DXVECTOR3 UnknowPlayer = *(D3DXVECTOR3*)((INT*)pPlayerManager->CameraObject + 0x4); D3DXVECTOR3 Screen; BOOL Status = FALSE; INT Point[] = { 1, 46, 45, 44, 26, 27, 25, 10, 9, 8, 12, 13, 48, 50, 39, 40, 41, 42, 49, 38, 14, 51, 47, 20, 19, 17, 18, 21, 23, 22, 16, 15, 0, 52, 56, 57, 53, 55, 32, 35, 29, 31 }; INT ScreenX = -50, ScreenY = -50; if (W2S(Transformado.Pos, &UnknowPlayer)) { if (Player->Team != Local->Team) { for (INT Index = 0; Index < (sizeof(Point) / sizeof(INT)); Index++) { pLTModel->GetNodeTransform((INT *)CharacterFX->Object, Point[index], &Transformado, TRUE); if (Transformado.Pos.x == 0.0f || Transformado.Pos.y == 0.0f || Transformado.Pos.z == 0.0f) continue; if (W2S(Transformado.Pos, &Screen)) { if (!Status) { ScreenX = Screen.y; ScreenY = Screen.y; Status = TRUE; } if (Screen.y < ScreenX) { ScreenX = Screen.y; } if (Screen.y > ScreenY) { ScreenY = Screen.y; } } } } if ((ScreenX != -50) && (ScreenY != -50)) { if (*(BYTE *)ADDR_GAMESTATUS == TRUE && Variable[9] && CharacterFX->bSpawnSheild) Esp_Color = 0xFFFFFFFF; else if (*(BYTE *)ADDR_GAMESTATUS == TRUE && Variable[10] && IsVisible(Local->Object->Pos, Player->Object->Pos)) Esp_Color = 0xFF00FF00; else Esp_Color = 0xFFFF0000; if (*(BYTE *)ADDR_GAMESTATUS == TRUE && Variable[0]) { pDirectX.Text(UnknowPlayer.x - 30, UnknowPlayer.y = (ScreenX - 13) - 10, Esp_Color, DT_CENTER, pDirectX.Font, Player->Name); } if (*(BYTE *)ADDR_GAMESTATUS == TRUE && Variable[1]) { INT DrawHealth; DrawHealth = (INT)(ScreenX - 2) - 17; DrawHealth = (INT)(ScreenX - 2) - 6; DrawHealthBars(UnknowPlayer.x - 19, DrawHealth, CharacterFX->wHealth, CharacterFX->bSpawnSheild, m_Device); } if (*(BYTE *)ADDR_GAMESTATUS == TRUE && Variable[7]) { if (Update(Local->Object->Pos, Player->Object->Pos) < 9.0f) pDirectX.Text(DrawX - 80, DrawY - 100, 0xFFFF0000, DT_CENTER, pDirectX.Font, "Há Inimigos Perto de Você!"); } if (*(BYTE *)ADDR_GAMESTATUS == TRUE && Variable[6]) { DrawLine(DrawX, DrawY, UnknowPlayer.x, ScreenY, Esp_Color, m_Device); } if (*(BYTE *)ADDR_GAMESTATUS == TRUE && Variable[5]) { sprintf_s(Buff, "%0.0f M", Update(Player->Object->Origin, Player->Object->Pos)); pDirectX.Text(UnknowPlayer.x - 10, UnknowPlayer.y = ScreenY, 0xFFFFFFFF, DT_CENTER, pDirectX.Font, Buff); } if (*(BYTE *)ADDR_GAMESTATUS == TRUE && Variable[2]) { DrawBorder((UnknowPlayer.x - (((ScreenY - ScreenX) / 2) / 2)) + 1, ScreenX - 2 + 1, (ScreenY - ScreenX) / 2, (ScreenY - ScreenX), 1, 0, m_Device); DrawBorder((UnknowPlayer.x - (((ScreenY - ScreenX) / 2) / 2)), ScreenX - 2, (ScreenY - ScreenX) / 2, (ScreenY - ScreenX), 1, Esp_Color, m_Device); } if (*(BYTE *)ADDR_GAMESTATUS == TRUE && Variable[4]) { DrawCircle(UnknowPlayer.x, ScreenY, 25, 25, Esp_Color, m_Device); DrawCircle(DrawX, DrawY, 13, 13, Esp_Color, m_Device); } if (*(BYTE *)ADDR_GAMESTATUS == TRUE && Variable[8]) { Transform NodeFX1; Transform NodeFX2; pLTModel->GetNodeTransform((INT *)CharacterFX->Object, 44, &NodeFX1, TRUE); pLTModel->GetNodeTransform((INT *)CharacterFX->Object, 45, &NodeFX2, TRUE); if (UnknowStatus(NodeFX1.Pos, NodeFX2.Pos) > 21) { INT cPoint[][2] = { { 45, 44 }, { 44, 3 }, { 41, 40 }, { 40, 3 }, { 3, 4 }, { 4, 6 }, { 6, 9 }, { 9, 25 }, { 25, 26 }, { 26, 27 }, { 9, 12 }, { 12, 13 }, { 13, 14 } }; for (INT Point = 0; Point < 13; Point++) { Transform PontoFX[2]; pLTModel->GetNodeTransform((INT *)CharacterFX->Object, cPoint[Point][0], &PontoFX[0], TRUE); pLTModel->GetNodeTransform((INT *)CharacterFX->Object, cPoint[Point][1], &PontoFX[1], TRUE); D3DXVECTOR3 UnknowNode[2]; if (W2S(PontoFX[0].Pos, &UnknowNode[0]) && W2S(PontoFX[1].Pos, &UnknowNode[1])) { DrawLine(UnknowNode[0].x, UnknowNode[0].y, UnknowNode[1].x, UnknowNode[1].y, Esp_Color, m_Device); } } } else { INT cPoint[][2] = { { 56, 55 }, { 55, 3 }, { 52, 51 }, { 51, 3 }, { 3, 4 }, { 4, 6 }, { 6, 8 }, { 8, 34 }, { 34, 35 }, { 35, 36 }, { 8, 21 }, { 21, 22 }, { 22, 23 } }; for (INT Point = 0; Point < 12; Point++) { Transform PontoFX[2]; pLTModel->GetNodeTransform((INT *)CharacterFX->Object, cPoint[Point][0], &PontoFX[0], TRUE); pLTModel->GetNodeTransform((INT *)CharacterFX->Object, cPoint[Point][1], &PontoFX[1], TRUE); D3DXVECTOR3 UnknowNode[2]; if (W2S(PontoFX[0].Pos, &UnknowNode[0]) && W2S(PontoFX[1].Pos, &UnknowNode[1])) { DrawLine(UnknowNode[0].x, UnknowNode[0].y, UnknowNode[1].x, UnknowNode[1].y, Esp_Color, m_Device); } } } } if (*(BYTE *)ADDR_GAMESTATUS == TRUE && Variable[3]) { FLOAT Check1 = -50.0f, Check2 = -50.0f, Check3 = -50.0f, Check4 = -50.0f, Check5 = -50.0f, Check6 = -50.0f; INT Point[] = { 1, 46, 45, 44, 26, 27, 25, 10, 9, 8, 12, 13, 48, 50, 39, 40, 41, 42, 49, 38, 14, 51, 47, 20, 19, 17, 18, 21, 23, 22, 16, 15, 0, 52, 56, 57, 53, 55, 32, 35, 29, 31 }; BOOL Draw = FALSE; for (INT Index = 0; Index < (sizeof(Point) / sizeof(INT)); Index++) { Transform Transformado; pLTModel->GetNodeTransform((INT *)CharacterFX->Object, Point[index], &Transformado, TRUE); if (Transformado.Pos.x == 0.0f || Transformado.Pos.y == 0.0f || Transformado.Pos.z == 0.0f) continue; D3DXVECTOR3 CheckScreen; if (W2S(Transformado.Pos, &CheckScreen)) { if (!Draw) { Check1 = Transformado.Pos.z; Check2 = Transformado.Pos.z; Check3 = Transformado.Pos.x; Check4 = Transformado.Pos.x; Check5 = Transformado.Pos.y; Check6 = Transformado.Pos.y; Draw = TRUE; } if (Check1 < Transformado.Pos.z) Check1 = Transformado.Pos.z; if (Check2 > Transformado.Pos.z) Check2 = Transformado.Pos.z; if (Check3 < Transformado.Pos.x) Check3 = Transformado.Pos.x; if (Check4 > Transformado.Pos.x) Check4 = Transformado.Pos.x; if (Check5 < Transformado.Pos.y) Check5 = Transformado.Pos.y; if (Check6 > Transformado.Pos.y) Check6 = Transformado.Pos.y; } } if (Check1 == -50.0f && Check2 == -50.0f && Check3 == -50.0f && Check4 == -50.0f && Check5 == -50.0f && Check6 == -50.0f) continue; D3DXVECTOR3 BoxD1, BoxD2, BoxD3, BoxD4, BoxD5, BoxD6, BoxD7, BoxD8; if (W2S(D3DXVECTOR3(Check3, Check6, Check2), &BoxD1) && W2S(D3DXVECTOR3(Check3, Check6, Check1), &BoxD2) && W2S(D3DXVECTOR3(Check4, Check6, Check1), &BoxD3) && W2S(D3DXVECTOR3(Check4, Check6, Check2), &BoxD4) && W2S(D3DXVECTOR3(Check3, Check5, Check2), &BoxD5) && W2S(D3DXVECTOR3(Check3, Check5, Check1), &BoxD6) && W2S(D3DXVECTOR3(Check4, Check5, Check1), &BoxD7) && W2S(D3DXVECTOR3(Check4, Check5, Check2), &BoxD8)) { DrawLine(BoxD1.x, BoxD1.y, BoxD2.x, BoxD2.y, Esp_Color, m_Device); DrawLine(BoxD2.x, BoxD2.y, BoxD3.x, BoxD3.y, Esp_Color, m_Device); DrawLine(BoxD3.x, BoxD3.y, BoxD4.x, BoxD4.y, Esp_Color, m_Device); DrawLine(BoxD4.x, BoxD4.y, BoxD1.x, BoxD1.y, Esp_Color, m_Device); DrawLine(BoxD5.x, BoxD5.y, BoxD6.x, BoxD6.y, Esp_Color, m_Device); DrawLine(BoxD6.x, BoxD6.y, BoxD7.x, BoxD7.y, Esp_Color, m_Device); DrawLine(BoxD7.x, BoxD7.y, BoxD8.x, BoxD8.y, Esp_Color, m_Device); DrawLine(BoxD8.x, BoxD8.y, BoxD5.x, BoxD5.y, Esp_Color, m_Device); DrawLine(BoxD1.x, BoxD1.y, BoxD5.x, BoxD5.y, Esp_Color, m_Device); DrawLine(BoxD2.x, BoxD2.y, BoxD6.x, BoxD6.y, Esp_Color, m_Device); DrawLine(BoxD3.x, BoxD3.y, BoxD7.x, BoxD7.y, Esp_Color, m_Device); DrawLine(BoxD4.x, BoxD4.y, BoxD8.x, BoxD8.y, Esp_Color, m_Device); } } } } } } } } } } Esp(m_Device); Tahoma Negrito Créditos @ @ @ @ @Calculando
