Bom ta aew:
ESP:
D3D WallHack / Chams
ESP:
- Código:
if(SSystemGlobalEnviroment::Singleton()->pGame->GetIGameFramework()->IsGameStarted())
{
IEntity* Local = SSystemGlobalEnviroment::Singleton()->pGame->GetIGameFramework()->GetClientActor()->LinkedEntity;
IActorIteratorPtr ActorIt = SSystemGlobalEnviroment::Singleton()->pGame->GetIGameFramework()->GetIActorSystem()->CreateActorIterator();
for(; IActor* Player = ActorIt.get()->Next();)
{
IEntity* Target = Player->LinkedEntity;
Vec3 vHead, vScreen;
if(!Target)
continue;
if(Player->IsDead())
continue;
if(Local == Target)
continue;
if(!Sys->GetBonePosByID(Target, Bones::Bone_Head, vHead))
continue;
if(!Sys->WorldToScreen(&vHead, &vScreen))
continue;
if(Local->GetTeam() == Target->GetTeam() && Local->GetTeam() != 0)
continue;
int TargetVisible = Sys->IsVisible(vHead);
DrawText(pDevice, (int)vScreen.x, (int)vScreen.y, TargetVisible ? LightGreen : Yellow, "+");
DrawText(pDevice, (int)vScreen.x, (int)vScreen.y - 15, TargetVisible ? LightGreen : Orange, "%d", (int)floor(Sys->GetDistance(Target, Local) + 0.5));
}
}
- Código:
[color=#000000]for( ; IEntity* pEnt = pAcIterator->Next( ); )
{
IEntity* pExplosives = pEnt;
if( pExplosives )
{
if( ( strstr(pExplosives->GetName( ), "ammo" ) ) )
{
if( ( pExplosives->IsActive( ) ) && ( pExplosives->GetFlags( ) == 0x80000 ) )
{
Vec3 Origin = pExplosives->GetPos( );
Vec3 LocalOrigin = pLocalEnt->GetPos( );
Vec3 out;
if( bot_misc->WorldToScreen( Origin, out ) )
{
bot_drawing->DrawEngineText(out.x, out.y, 1.3, (float*)&Col_Gold, true, "G" );
}
}
}
}[/color]
D3D WallHack / Chams
- Código:
IDirect3DPixelShader9* pShader;
UINT pSizeOfData;
//in dip
if(SUCCEEDED(Device->GetPixelShader(&pShader)))
if(pShader!=NULL)
if(SUCCEEDED(pShader->GetFunction(NULL,&pSizeOfData)))
if( pShader != NULL ){ pShader->Release(); pShader = NULL; }
//wallhack
if(pSizeOfData == 640)//all models
Device->SetRenderState( D3DRS_ZENABLE, FALSE );
else
Device->SetRenderState( D3DRS_ZENABLE, TRUE );