You don't even know how to copy and paste code? xDQuote:
Here u have a fully working source i just coded 4 you like 1minute ago :Quote:
I will write until I get Source Code
Wieso machst du die nicht mit Offset?Quote:
Here u have a fully working source i just coded 4 you like 1minute ago :
[Only registered and activated users can see links. Click Here To Register...]
[Only registered and activated users can see links. Click Here To Register...]
Now u got ur speed hack :). Now Pls stop asking stupid question :). just stop asking questions :)
What about proper credits to Unknown PK?Quote:
Here u have a fully working source i just coded 4 you like 1minute ago :
[Only registered and activated users can see links. Click Here To Register...]
[Only registered and activated users can see links. Click Here To Register...]
Now u got ur speed hack :). Now Pls stop asking stupid question :). just stop asking questions :)
void Draw3DBox(D3DXVECTOR3 Pos,IDirect3DDevice9 *pDevice)
{
pDevice->GetTransform(D3DTS_WORLD, &SavedMatrices );
D3DXMatrixTranslation(&ObjWorldMatrices, Pos.x, Pos.y, Pos.z);
pDevice->SetTransform(D3DTS_WORLD, &ObjWorldMatrices);
pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME);
pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
pDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
pDevice->SetRenderState( D3DRS_FOGENABLE, false );
pBoxMesh->DrawSubset(0);
pDevice->SetTransform(D3DTS_WORLD, &SavedMatrices );
}
void SetupMatrices(D3DXVECTOR3 Pos,IDirect3DDevice9 *pDevice)
{
float x=Pos.x,y=Pos.y,z=Pos.z,r=D3DX_PI/2.0;
float world=5.0f;
D3DXMATRIX matWorld;
D3DXMATRIX matTemp;
D3DXMATRIX* D3DXMatrixTranslation( D3DXMATRIX &matWorld, float x, float y, float z );
D3DXMATRIX* D3DXMatrixRotationY( D3DXMATRIX &matTemp, float r );
D3DXMATRIX* D3DXMatrixMultiply( D3DXMATRIX &matWorld, float world, D3DXMATRIX &matTemp );
D3DXMATRIX* D3DXMatrixTranslation( D3DXMATRIX &matTemp, float x, float y, float z );
D3DXMATRIX* D3DXMatrixMultiply( D3DXMATRIX &matWorld, float world, D3DXMATRIX &matTemp );
pDevice->SetTransform( D3DTS_WORLD, &matWorld );
}
D3DXCreateBox( pDevice,15,38,15, &pBoxMesh, 0);
D3DXCreateTextureFromFileInMemory(pDevice, (LPCVOID)&bRed , sizeof(bRed) , &fRed );
D3DXCreateTextureFromFileInMemory(pDevice, (LPCVOID)&bBlue , sizeof(bBlue) , &fBlue );
LPDIRECT3DTEXTURE9 fRed = NULL;
LPDIRECT3DTEXTURE9 fBlue = NULL;
const BYTE bRed[] = {0x42, 0x4D, 0x3A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x01, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x18, 0x00,
0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00};
const BYTE bBlue[] = {0x42, 0x4D, 0x3A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x01, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x18, 0x00,
0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00};
if( cEsp.CH_BoxEsp3D)
{
Draw3DBox(PlayerView,pDevice);
}
Quote:
ESP 3D Boxes
[Only registered and activated users can see links. Click Here To Register...]
Credits:Code:void Draw3DBox(D3DXVECTOR3 Pos,IDirect3DDevice9 *pDevice) { //pDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_FALSE ); //pDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_NEVER ); pDevice->GetTransform(D3DTS_WORLD, &SavedMatrices ); D3DXMatrixTranslation(&ObjWorldMatrices, Pos.x, Pos.y, Pos.z); pDevice->SetTransform(D3DTS_WORLD, &ObjWorldMatrices); pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME); pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE ); pDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); pDevice->SetRenderState( D3DRS_FOGENABLE, false ); pBoxMesh->DrawSubset(0); pDevice->SetTransform(D3DTS_WORLD, &SavedMatrices ); } void SetupMatrices(D3DXVECTOR3 Pos,IDirect3DDevice9 *pDevice) { float x=Pos.x,y=Pos.y,z=Pos.z,r=D3DX_PI/2.0; float world=5.0f; D3DXMATRIX matWorld; D3DXMATRIX matTemp; D3DXMATRIX* D3DXMatrixTranslation( D3DXMATRIX &matWorld, float x, float y, float z ); D3DXMATRIX* D3DXMatrixRotationY( D3DXMATRIX &matTemp, float r ); D3DXMATRIX* D3DXMatrixMultiply( D3DXMATRIX &matWorld, float world, D3DXMATRIX &matTemp ); D3DXMATRIX* D3DXMatrixTranslation( D3DXMATRIX &matTemp, float x, float y, float z ); D3DXMATRIX* D3DXMatrixMultiply( D3DXMATRIX &matWorld, float world, D3DXMATRIX &matTemp ); pDevice->SetTransform( D3DTS_WORLD, &matWorld ); } D3DXCreateBox( pDevice,15,38,15, &pBoxMesh, 0); D3DXCreateTextureFromFileInMemory(pDevice, (LPCVOID)&bRed , sizeof(bRed) , &fRed ); D3DXCreateTextureFromFileInMemory(pDevice, (LPCVOID)&bBlue , sizeof(bBlue) , &fBlue ); LPDIRECT3DTEXTURE9 fRed = NULL; LPDIRECT3DTEXTURE9 fBlue = NULL; const BYTE bRed[] = {0x42, 0x4D, 0x3A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00}; const BYTE bBlue[] = {0x42, 0x4D, 0x3A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00}; if( cEsp.CH_BoxEsp3D) { Draw3DBox(PlayerView,pDevice); }
s0beit
Kazbah
#define Ofs_NoDelay 0x10410
if ( ZeroDelay )
{
*(DWORD *)(dwPlayerPtr + Ofs_NoDelay) |= (1 << 10);
}
credits: __underscore