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BfBc2 Hack Source Code

Discussion on BfBc2 Hack Source Code within the Battlefield forum part of the Popular Games category.

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Old   #1
 
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BfBc2 Hack Source Code

Also ich habe source codes gefunden und die sind noch ziemlich verbuggt ich wollte fragen ob die jemand entbuggen und dann hier als fertige dll posten kann: Es sollte ein wallhack werden

static Vec4 Vec4Transform( Vec4 In, Mat4 pm )
{
Vec4 Out;

Out.x = pm.m_rows[0].x * In.x + pm.m_rows[1].x * In.y + pm.m_rows[2].x * In.z + pm.m_rows[3].x;
Out.y = pm.m_rows[0].y * In.x + pm.m_rows[1].y * In.y + pm.m_rows[2].y * In.z + pm.m_rows[3].y;
Out.z = pm.m_rows[0].z * In.x + pm.m_rows[1].z * In.y + pm.m_rows[2].z * In.z + pm.m_rows[3].z;
Out.w = pm.m_rows[0].w * In.x + pm.m_rows[1].w * In.y + pm.m_rows[2].w * In.z + pm.m_rows[3].w;

return Out;
}

static Vec4 Vec4Transform( Vec4 In, LinearTransform pm )
{
Vec4 Out;

Out.x = pm.left.x * In.x + pm.up.x * In.y + pm.forward.x * In.z + pm.trans.x;
Out.y = pm.left.y * In.x + pm.up.y * In.y + pm.forward.y * In.z + pm.trans.y;
Out.z = pm.left.z * In.x + pm.up.z * In.y + pm.forward.z * In.z + pm.trans.z;
Out.w = pm.left.w * In.x + pm.up.w * In.y + pm.forward.w * In.z + pm.trans.w;

return Out;
}

static Vec3 Vec3Transform( Vec3 In, Mat4 pm )
{
Vec3 Out;

Out.x = pm.m_rows[0].x * In.x + pm.m_rows[1].x * In.y + pm.m_rows[2].x * In.z + pm.m_rows[3].x;
Out.y = pm.m_rows[0].y * In.x + pm.m_rows[1].y * In.y + pm.m_rows[2].y * In.z + pm.m_rows[3].y;
Out.z = pm.m_rows[0].z * In.x + pm.m_rows[1].z * In.y + pm.m_rows[2].z * In.z + pm.m_rows[3].z;

return Out;
}

static Vec3 Vec3Transform( Vec3 In, LinearTransform pm )
{
Vec3 Out;

Out.x = pm.left.x * In.x + pm.up.x * In.y + pm.forward.x * In.z + pm.trans.x;
Out.y = pm.left.y * In.x + pm.up.y * In.y + pm.forward.y * In.z + pm.trans.y;
Out.z = pm.left.z * In.x + pm.up.z * In.y + pm.forward.z * In.z + pm.trans.z;

return Out;
}
__________________________________________________ ________--
dice::AxisAlignedBox GetSoldierBounds( dice::ClientSoldierEntity* pEntity, bool CenterBounds = false )
{
dice::AxisAlignedBox AABB;

dice::LinearTransform AAWorldTransform;

pEntity->computeBoundingBox( &AABB );
pEntity->computeBoundingBoxWorldTransform( &AAWorldTransform );

dice::AxisAlignedBox R;

R.min = dice::Vec3Transform( AABB.min, AAWorldTransform );
R.max = dice::Vec3Transform( AABB.max, AAWorldTransform );

if( CenterBounds )
{
R.min.x = pEntity->m_cameraLocalSpace.trans.x;
R.min.z = pEntity->m_cameraLocalSpace.trans.z;

R.max.x = pEntity->m_cameraLocalSpace.trans.x;
R.max.z = pEntity->m_cameraLocalSpace.trans.z;
}

return R;
}
__________________________________________________ __________
dice::AxisAlignedBox Bounds = GetSoldierBounds( pEntity, true );

dice::Vec3 SoldierBounds[2];

if(
dice::Core::WorldToScreen( &Bounds.max, &SoldierBounds[0] ) &&
dice::Core::WorldToScreen( &Bounds.min, &SoldierBounds[1] ) )
{
float w = ( SoldierBounds[1].y - SoldierBounds[0].y ) / 4;

D3DRender::OutlineRGB( SoldierBounds[0].x - w, SoldierBounds[0].y, w * 2,
( SoldierBounds[1].y - SoldierBounds[0].y ), 1, RenderColor );
}
Pls unter mir posten wenn jemand es machen will würde mich sehr freuen und andere bestimmt auch

__________________________________________________ _________________________
Entity VTable + 0x50 = computeBoundingBoxWorldTransform
Entity VTable + 0x54 = computeBoundingBox
[L]ight*|~SkiLL~ is offline  
Old 04/03/2011, 20:11   #2
 
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würde vllt ma in der tutorial sektion nachfragen denke die haben dort mehr Ahnung
G3R_Massacr3 is offline  
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