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[ReRelease] H1Lay1 - External ESP, Radar, MiniMap

Discussion on [ReRelease] H1Lay1 - External ESP, Radar, MiniMap within the H1Z1 forum part of the Shooter category.

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Old   #1
 
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[ReRelease] H1Lay1 - External ESP, Radar, MiniMap

I write ESP based on "H1Z1 External ESP" (source code included)
Features:
- ESP NPC
- ESP Players
- ESP Items
- ESP Cities

HotKeys:
Insert - Settings
Alt+F1 - Show Map
Alt+F2 - Toggle Map Size (Small, Large)
Alt+F3 - Toggle ESP of All Features
Alt+F5 - Closing Cheat

How to:
- Run game
- Run cheat
- Play

Make sure you have Aero enabled and running game in windowed mode.


Attached Files
File Type: zip H1Z1ESP.zip (4.76 MB, 265 views)
skysmurf7 is offline  
Old 03/06/2015, 20:04   #2
 
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Allein dass es 8x runtergeladen wurden ist zeig dfie Intelligenz einiger Forum Mitglieder.
1,53€ psc is offline  
Old 03/07/2015, 10:24   #3
 
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Solltest du dir vielleicht auch mal runterladen, anstatt zu meckern.
Da ist die Source mit dabei und du kannst dir deine eigene .exe kompelieren.
In dem Forum wo der Hack ursprünglich her kommt, ist nicht mal ne exe vorhanden und dennoch kommt der Hack gut an.
Hier ist die exe schon mit dabei, aber wie gesagt, wenn du angst hast einfach löschen und selber eine erstellen.
Chloa is offline  
Old 03/07/2015, 19:20   #4
 
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Main.cs
Code:
using System;
using System.Text;
using System.Data;
using System.Drawing;
using System.Threading;
using System.Reflection;
using System.Windows.Forms;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.ComponentModel;
using System.Diagnostics;
using SlimDX.Direct3D9;
using SlimDX;
using System.Linq;

namespace H1Z1ESP
{    
    public partial class Main : Form
    {                
        private delegate void AsyncWrite(String Text);
        private delegate void AsyncClear();

        public static Boolean IsRunning = false;

        private Int64 CGameOffset = 0x142CD1E90;
        private Int64 GraphicsOffset = 0x142CD1BE8;

        private Hotkey HotKey;
        private Settings Settings;         
        
        private IntPtr GameWindowHandle;
        private MARGIN GameWindowMargin;
        private FastMemory GameMemory = new FastMemory(); 
        private RECT GameWindowRect;
        private POINT GameWindowSize;
        private POINT GameWindowCenter;

        public static IniHandler Ini;

        public static Boolean Aiming = false;        
        
        private static Boolean Aimed = false;
        private static ENTITY AimedEntity;
        private static DateTime AimedUpdate;
        
        public static Boolean ShowESP = false;
        
        public static Boolean ShowPlayers = true;
        public static Boolean ShowAggressive = true;
        public static Boolean ShowAnimals = false;
        public static Boolean ShowContainers = false;
        public static Boolean ShowWeapons = true;
        public static Boolean ShowAmmo = true;
        public static Boolean ShowItems = true;
        public static Boolean ShowVehicles = true;
        
        public static Boolean HideESPWhenAiming = true;
        public static Boolean HideDead = true;        

        public static Boolean BoxedPlayers = true;
        public static Boolean BoxedAggressive = true;
        public static Boolean BoxedAnimals = false;
        public static Boolean BoxedItems = false;
        public static Boolean BoxedVehicles = false;
        public static Boolean Boxed3D = false;              
       
        public static Boolean ShowMap = false;        
        
        public static Boolean ShowRadar = false;
        public static int RadarTransparency = 210;
        public static Boolean RadarPlayers = true;
        public static Boolean RadarAggressive = true;
        public static Boolean RadarAnimals = true;
        public static Boolean RadarVehicles = true;

        public static Boolean ShowEntityLists = true;

        private static Vector2 RadarCenter;

        public static Boolean ShowMapLarge = false;
        public static int MapTransparency = 210;
        private static float map_pos_x;
        private static float map_pos_z;
        
        public static Boolean ShowPosition = false;
        public static Boolean ShowCities = true;
        
        public static Boolean TextShadow = true;

        public static POINT TextRegion;
        public static List<ENTITY> Entity = new List<ENTITY>();        
        
        public static Vector3 PlayerPosition = Vector3.Zero;
        public static float player_X;
        public static float player_Y;
        public static float player_Z;
        public static float player_D;

        private static SlimDX.Direct3D9.Device DXDevice;
        private static SlimDX.Direct3D9.Sprite DXSprite;
        private static SlimDX.Direct3D9.Texture DXTextrureMap;
        private static SlimDX.Direct3D9.Texture DXTextrureMapLarge;
        private static SlimDX.Direct3D9.Line DXLine;
        private static SlimDX.Direct3D9.Font DXFont;                        

        public Main()
        {                        
            String iniPath = System.IO.Path.GetDirectoryName(Assembly.GetExecutingAssembly().GetName().CodeBase).Replace(@"file:\", "");
            Ini = new IniHandler(iniPath + @"\Settings.ini");
            
            //
            if (Ini.IniReadValue("Offsets", "CGame") != String.Empty)
                CGameOffset = Convert.ToInt64(Ini.IniReadValue("Offsets", "CGame"), 16);
            if (Ini.IniReadValue("Offsets", "Graphics") != String.Empty)
                GraphicsOffset = Convert.ToInt64(Ini.IniReadValue("Offsets", "Graphics"), 16);

            //
            if (Ini.IniReadValue("ESP", "ShowPlayers") != String.Empty)
                ShowPlayers = Convert.ToBoolean(Ini.IniReadValue("ESP", "ShowPlayers"));
            
            if (Ini.IniReadValue("ESP", "ShowAggressive") != String.Empty)
                ShowAggressive = Convert.ToBoolean(Ini.IniReadValue("ESP", "ShowAggressive"));
            
            if (Ini.IniReadValue("ESP", "ShowAnimals") != String.Empty)
                ShowAnimals = Convert.ToBoolean(Ini.IniReadValue("ESP", "ShowAnimals"));

            if (Ini.IniReadValue("ESP", "ShowContainers") != String.Empty)
                ShowContainers = Convert.ToBoolean(Ini.IniReadValue("ESP", "ShowContainers"));

            if (Ini.IniReadValue("ESP", "ShowWeapons") != String.Empty)
                ShowWeapons = Convert.ToBoolean(Ini.IniReadValue("ESP", "ShowWeapons"));

            if (Ini.IniReadValue("ESP", "ShowAmmo") != String.Empty)
                ShowAmmo = Convert.ToBoolean(Ini.IniReadValue("ESP", "ShowAmmo"));

            if (Ini.IniReadValue("ESP", "ShowItems") != String.Empty)
                ShowItems = Convert.ToBoolean(Ini.IniReadValue("ESP", "ShowItems"));

            if (Ini.IniReadValue("ESP", "ShowVehicles") != String.Empty)
                ShowVehicles = Convert.ToBoolean(Ini.IniReadValue("ESP", "ShowVehicles"));

            //
            if (Ini.IniReadValue("Boxed", "Players") != String.Empty)
                BoxedPlayers = Convert.ToBoolean(Ini.IniReadValue("Boxed", "Players"));

            if (Ini.IniReadValue("Boxed", "Aggressive") != String.Empty)
                BoxedAggressive = Convert.ToBoolean(Ini.IniReadValue("Boxed", "Aggressive"));

            if (Ini.IniReadValue("Boxed", "Animals") != String.Empty)
                BoxedAnimals = Convert.ToBoolean(Ini.IniReadValue("Boxed", "Animals"));

            if (Ini.IniReadValue("Boxed", "Items") != String.Empty)
                BoxedItems = Convert.ToBoolean(Ini.IniReadValue("Boxed", "Items"));

            if (Ini.IniReadValue("Boxed", "Vehicles") != String.Empty)
                BoxedVehicles = Convert.ToBoolean(Ini.IniReadValue("Boxed", "Vehicles"));

            if (Ini.IniReadValue("Boxed", "3D") != String.Empty)
                Boxed3D = Convert.ToBoolean(Ini.IniReadValue("Boxed", "3D"));

            //
            if (Ini.IniReadValue("Misc", "ShowPosition") != String.Empty)
                ShowPosition = Convert.ToBoolean(Ini.IniReadValue("Misc", "ShowPosition"));

            if (Ini.IniReadValue("Misc", "ShowCities") != String.Empty)
                ShowCities = Convert.ToBoolean(Ini.IniReadValue("Misc", "ShowCities"));

            //
            if (Ini.IniReadValue("Misc", "HideDead") != String.Empty)
                HideDead = Convert.ToBoolean(Ini.IniReadValue("Misc", "HideDead"));

            if (Ini.IniReadValue("Misc", "HideESPWhenAiming") != String.Empty)
                HideESPWhenAiming = Convert.ToBoolean(Ini.IniReadValue("Misc", "HideESPWhenAiming"));

            //
            if (Ini.IniReadValue("Map", "LargeMap") != String.Empty)
                ShowMapLarge = Convert.ToBoolean(Ini.IniReadValue("Map", "LargeMap"));
            
            if (Ini.IniReadValue("Map", "Transparency") != String.Empty)
                MapTransparency = Int32.Parse(Ini.IniReadValue("Map", "Transparency"));

            //
            if (Ini.IniReadValue("Radar", "Show") != String.Empty)
                ShowRadar = Convert.ToBoolean(Ini.IniReadValue("Radar", "Show"));

            if (Ini.IniReadValue("Radar", "Transparency") != String.Empty)
                RadarTransparency = Int32.Parse(Ini.IniReadValue("Radar", "Transparency"));            

            if (Ini.IniReadValue("Radar", "Players") != String.Empty)
                RadarPlayers = Convert.ToBoolean(Ini.IniReadValue("Radar", "Players"));

            if (Ini.IniReadValue("Radar", "Aggressive") != String.Empty)
                RadarAggressive = Convert.ToBoolean(Ini.IniReadValue("Radar", "Aggressive"));
            
            if (Ini.IniReadValue("Radar", "Animals") != String.Empty)
                RadarAnimals = Convert.ToBoolean(Ini.IniReadValue("Radar", "Animals"));

            if (Ini.IniReadValue("Radar", "Vehicles") != String.Empty)
                RadarVehicles = Convert.ToBoolean(Ini.IniReadValue("Radar", "Vehicles"));

            if (Ini.IniReadValue("Misc", "ShowEntityLists") != String.Empty)
                ShowEntityLists = Convert.ToBoolean(Ini.IniReadValue("Misc", "ShowEntityLists"));

            InitializeComponent();                        
        }

        public static RECT GetWindowRect(IntPtr hWnd)
        {
            RECT lpRect = new RECT();
            Native.GetWindowRect(hWnd, out lpRect);
            return lpRect;
        }               

        private void Main_Load(object sender, EventArgs e)
        {                        
            HotKey = new Hotkey();
            HotKey.enable(this.Handle, Hotkey.Modifiers.None, Keys.Insert);
            HotKey.enable(this.Handle, Hotkey.Modifiers.Alt, Keys.F1);
            HotKey.enable(this.Handle, Hotkey.Modifiers.Alt, Keys.F2);
            HotKey.enable(this.Handle, Hotkey.Modifiers.Alt, Keys.F3);
            HotKey.enable(this.Handle, Hotkey.Modifiers.Alt, Keys.F5);
            
            Native.SetWindowLong(this.Handle, -20, (IntPtr)((Native.GetWindowLong(this.Handle, -20) ^ 0x80000) ^ 0x20));
            Native.SetLayeredWindowAttributes(this.Handle, 0, 0xff, 2);            

            PresentParameters parameters = new SlimDX.Direct3D9.PresentParameters();
            parameters.Windowed = true;
            parameters.SwapEffect = SwapEffect.Discard;
            parameters.BackBufferFormat = Format.A8R8G8B8;
            parameters.BackBufferHeight = this.Height;
            parameters.BackBufferWidth = this.Width;
            parameters.PresentationInterval = PresentInterval.One;

            DXDevice = new SlimDX.Direct3D9.Device(new Direct3D(), 0, DeviceType.Hardware, this.Handle, CreateFlags.HardwareVertexProcessing, new PresentParameters[] { parameters });
            if (System.IO.File.Exists("map_large.png")) DXTextrureMapLarge = SlimDX.Direct3D9.Texture.FromFile(DXDevice, "map_large.png");               
            if (System.IO.File.Exists("map.png")) DXTextrureMap = SlimDX.Direct3D9.Texture.FromFile(DXDevice, "map.png");            
            DXSprite = new SlimDX.Direct3D9.Sprite(DXDevice);
            DXLine = new SlimDX.Direct3D9.Line(DXDevice);
            DXFont = new SlimDX.Direct3D9.Font(DXDevice, new System.Drawing.Font("Tahoma", 8f));

            if (this.GameMemory.Attach("H1Z1 PlayClient (Live)") == false) { Application.Exit(); return; }
            Thread dxThread = new Thread(new ThreadStart(DoProcess));
            dxThread.IsBackground = true;
            dxThread.Start();

            //Thread aimThread = new Thread(new ThreadStart(DoAiming));
            //aimThread.IsBackground = true;
            //aimThread.Start();            
        }

        private void Main_Paint(object sender, PaintEventArgs e)
        {
            this.GameWindowMargin.Top = 0;
            this.GameWindowMargin.Left = 0;
            this.GameWindowMargin.Right = this.Width;
            this.GameWindowMargin.Bottom = this.Height;
            Native.DwmExtendFrameIntoClientArea(this.Handle, ref this.GameWindowMargin);
        }

        #region RemapValue
        public static float RemapValue(float value, float from1, float to1, float from2, float to2)
        {
            return ((((value - from1) / (to1 - from1)) * (to2 - from2)) + from2);
        }
        #endregion

        #region DrawFilledBox
        public static void DrawFilledBox(float x, float y, float w, float h, Color Color, int alpha = 255)
        {
            Vector2[] vertexList = new Vector2[2];
            DXLine.GLLines = true;
            DXLine.Antialias = false;
            DXLine.Width = w;
            vertexList[0].X = x + (w / 2f);
            vertexList[0].Y = y;
            vertexList[1].X = x + (w / 2f);
            vertexList[1].Y = y + h;
            DXLine.Begin();
            DXLine.Draw(vertexList, Color.FromArgb(alpha, Color.R, Color.G, Color.B));
            DXLine.End();
        }
        #endregion

        #region RotatePoint
        private static Vector2 RotatePoint(Vector2 pointToRotate, Vector2 centerPoint, float angle, bool angleInRadians = false)
        {
            if (!angleInRadians) angle = (float)(angle * 0.017453292519943295);
            float num = (float)Math.Cos((double)angle);
            float num2 = (float)Math.Sin((double)angle);
            Vector2 vector = new Vector2((num * (pointToRotate.X - centerPoint.X)) - (num2 * (pointToRotate.Y - centerPoint.Y)), (num2 * (pointToRotate.X - centerPoint.X)) + (num * (pointToRotate.Y - centerPoint.Y)));
            return (vector + centerPoint);
        }
        #endregion

        #region GetMatrixAxis
        private static Vector3 GetMatrixAxis(Matrix matrix, int i)
        {
            switch (i)
            {
                case 0: return new Vector3(matrix.M11, matrix.M12, matrix.M13);
                case 1: return new Vector3(matrix.M21, matrix.M22, matrix.M23);
                case 2: return new Vector3(matrix.M31, matrix.M32, matrix.M33);
                case 3: return new Vector3(matrix.M41, matrix.M42, matrix.M43);
            }
            return Vector3.Zero;
        }
        #endregion

        #region WorldToScreen
        private bool WorldToScreen(Vector3 vector, out Vector3 screen)
        {
            screen = Vector3.Zero;
            long num = this.GameMemory.ReadInt64(GraphicsOffset);
            long num2 = this.GameMemory.ReadInt64(num + 0x48L);
            long num3 = this.GameMemory.ReadInt64(num2 + 0x20L) + 0x10L;
            Matrix4 matrix = this.GameMemory.ReadMatrix(num3 + 0x1a0L);
            Matrix matrix2 = new Matrix();
            matrix2.M11 = matrix.M11;
            matrix2.M12 = matrix.M12;
            matrix2.M13 = matrix.M13;
            matrix2.M14 = matrix.M14;
            matrix2.M21 = matrix.M21;
            matrix2.M22 = matrix.M22;
            matrix2.M23 = matrix.M23;
            matrix2.M24 = matrix.M24;
            matrix2.M31 = matrix.M31;
            matrix2.M32 = matrix.M32;
            matrix2.M33 = matrix.M33;
            matrix2.M34 = matrix.M34;
            matrix2.M41 = matrix.M41;
            matrix2.M42 = matrix.M42;
            matrix2.M43 = matrix.M43;
            matrix2.M44 = matrix.M44;
            Matrix.Transpose(ref matrix2, out matrix2);
            matrix2.M21 *= -1f;
            matrix2.M22 *= -1f;
            matrix2.M23 *= -1f;
            matrix2.M24 *= -1f;
            float introduced8 = Vector3.Dot(GetMatrixAxis(matrix2, 3), vector);
            float num4 = introduced8 + matrix2.M44;
            if (num4 < 0.098f) return false;
            float introduced9 = Vector3.Dot(GetMatrixAxis(matrix2, 0), vector);
            float num5 = introduced9 + matrix2.M14;
            float introduced10 = Vector3.Dot(GetMatrixAxis(matrix2, 1), vector);
            float num6 = introduced10 + matrix2.M24;
            screen.X = ((((this.GameWindowSize.X - 0x10) / 2) * (1f + (num5 / num4))) + this.GameWindowRect.Left) + 8f;
            screen.Y = ((((this.GameWindowSize.Y - 0x26) / 2) * (1f - (num6 / num4))) + this.GameWindowRect.Top) + 30f;
            return true;
        }
        #endregion

        #region DrawLine
        public static void DrawLine(float x1, float y1, float x2, float y2, float w, Color Color)
        {
            Vector2[] vertexList = new Vector2[] { new Vector2(x1, y1), new Vector2(x2, y2) };
            DXLine.GLLines = true;
            DXLine.Width = w;
            DXLine.Antialias = true;
            DXLine.Begin();
            DXLine.Draw(vertexList, Color);
            DXLine.End();
        }
        #endregion

        #region DrawText
        public static void DrawText(string text, int x, int y, Color color, bool center = false)
        {
            int offset = center ? (text.Length * 5) / 2 : 0;
            if (TextShadow) DXFont.DrawString(null, text, x-offset+1, y+1, (Color4)Color.Black);
            DXFont.DrawString(null, text, x-offset, y, (Color4)color);
        }

        public static void DrawText(string text, ref POINT point, Color color)
        {
            if (TextShadow) DXFont.DrawString(null, text, point.X+1, point.Y+1, (Color4)Color.Black);
            DXFont.DrawString(null, text, point.X, point.Y, (Color4)color); point.Y += 15;
        }
        #endregion

        #region DrawBox
        public static void DrawBox(float x, float y, float w, float h, float px, Color Color)
        {
            DrawFilledBox(x - (w / 2f), (y + h) - (h / 2f), w, px, Color);
            DrawFilledBox((x - (w / 2f)) - px, y - (h / 2f), px, h, Color);
            DrawFilledBox(x - (w / 2f), (y - px) - (h / 2f), w, px, Color);
            DrawFilledBox((x - (w / 2f)) + w, y - (h / 2f), px, h, Color);
        }
        #endregion

        #region DrawBoxAbs
        public static void DrawBoxAbs(float x, float y, float w, float h, float px, Color Color)
        {
            DrawFilledBox(x, y + h, w, px, Color);
            DrawFilledBox(x - px, y, px, h, Color);
            DrawFilledBox(x, y - px, w, px, Color);
            DrawFilledBox(x + w, y, px, h, Color);
        }
        #endregion


        #region EntityToScreen
        public void EntityToScreen(Vector3 pos, string name, Color color, bool dist, bool line, bool bounds, float boxHeight, float yaw, float pitch)
        {
            string text = name;
            Vector3 dest = Vector3.Zero;
            this.WorldToScreen(pos, out dest);
            
            double distX = pos.X - player_X;
            double distY = pos.Z - player_Z;
            double distZ = pos.Y - player_Y;
            double a = Math.Sqrt(((distX * distX) + (distY * distY)) + (distZ * distZ));            

            if (dest.Y > 0f && dest.X > 0f && dest.Y >= this.GameWindowRect.Top+20 && dest.X >= this.GameWindowRect.Left && dest.X <= this.GameWindowRect.Right && dest.Y <= this.GameWindowRect.Bottom)
            {                
                if (dist)
                {
                    text = text + " [" + Math.Round(a).ToString() + "m]";
                }

                if (line)
                {
                    DrawLine(dest.X, dest.Y, this.GameWindowCenter.X, this.GameWindowCenter.Y, 1f, color);
                }

                if (bounds)
                {
                    if (!Boxed3D || a >= 100.0)
                    {
                        DrawBox(dest.X, dest.Y, 65f / Math.Max((float)(((float)a) / 10f), (float)0.2f), 150f / Math.Max((float)(((float)a) / 10f), (float)0.2f), 1f, color);                        
                    }
                    else if (a < 100.0)
                    {
                        float wOffset = (boxHeight < 1f) ? boxHeight : 1f;
                        float zOffset = (boxHeight > 1f) ? boxHeight / 2 : 0f;                        
                        double num5 = pos.Z + ((1.0 * Math.Cos((double)pitch)) * Math.Cos((double)yaw));
                        double num6 = pos.X + ((1.0 * Math.Cos((double)pitch)) * Math.Sin((double)yaw));
                        double num7 = pos.Y + (1.0 * Math.Sin((double)pitch));
                        Vector3 vector = new Vector3((float)num6, (float)num7, (float)num5);
                        Vector3 zero = Vector3.Zero;
                        this.WorldToScreen(vector, out zero);
                        DrawLine(dest.X, dest.Y, zero.X, zero.Y, 1f, color);
                        num5 = pos.Z + (0.5 * Math.Cos(yaw + 0.78539816339744828));
                        num6 = pos.X + (0.5 * Math.Sin(yaw + 0.78539816339744828));
                        Vector3 vector4 = new Vector3((float)num6, pos.Y - zOffset, (float)num5);
                        Vector3 screen = Vector3.Zero;
                        this.WorldToScreen(vector4, out screen);
                        num5 = pos.Z + (0.5 * Math.Cos(yaw + 5.497787143782138));
                        num6 = pos.X + (0.5 * Math.Sin(yaw + 5.497787143782138));
                        Vector3 vector6 = new Vector3((float)num6, pos.Y - zOffset, (float)num5);
                        Vector3 vector7 = Vector3.Zero;
                        this.WorldToScreen(vector6, out vector7);
                        DrawLine(screen.X, screen.Y, vector7.X, vector7.Y, 1f, color);
                        num5 = pos.Z + (0.5 * Math.Cos(yaw + 3.9269908169872414));
                        num6 = pos.X + (0.5 * Math.Sin(yaw + 3.9269908169872414));
                        Vector3 vector8 = new Vector3((float)num6, pos.Y - zOffset, (float)num5);
                        Vector3 vector9 = Vector3.Zero;
                        this.WorldToScreen(vector8, out vector9);
                        DrawLine(vector7.X, vector7.Y, vector9.X, vector9.Y, 1f, color);
                        num5 = pos.Z + (0.5 * Math.Cos(yaw + 2.3561944901923448));
                        num6 = pos.X + (0.5 * Math.Sin(yaw + 2.3561944901923448));
                        Vector3 vector10 = new Vector3((float)num6, pos.Y - zOffset, (float)num5);
                        Vector3 vector11 = Vector3.Zero;
                        this.WorldToScreen(vector10, out vector11);
                        DrawLine(vector9.X, vector9.Y, vector11.X, vector11.Y, 1f, color);
                        DrawLine(vector11.X, vector11.Y, screen.X, screen.Y, 1f, color);
                        Vector3 vector12 = new Vector3(vector4.X, vector4.Y + boxHeight, vector4.Z);
                        Vector3 vector13 = Vector3.Zero;
                        this.WorldToScreen(vector12, out vector13);
                        DrawLine(screen.X, screen.Y, vector13.X, vector13.Y, 1f, color);
                        Vector3 vector14 = new Vector3(vector6.X, vector6.Y + boxHeight, vector6.Z);
                        Vector3 vector15 = Vector3.Zero;
                        this.WorldToScreen(vector14, out vector15);
                        DrawLine(vector13.X, vector13.Y, vector15.X, vector15.Y, 1f, color);
                        DrawLine(vector7.X, vector7.Y, vector15.X, vector15.Y, 1f, color);
                        Vector3 vector16 = new Vector3(vector8.X, vector8.Y + boxHeight, vector8.Z);
                        Vector3 vector17 = Vector3.Zero;
                        this.WorldToScreen(vector16, out vector17);
                        DrawLine(vector15.X, vector15.Y, vector17.X, vector17.Y, 1f, color);
                        DrawLine(vector9.X, vector9.Y, vector17.X, vector17.Y, 1f, color);
                        Vector3 vector18 = new Vector3(vector10.X, vector10.Y + boxHeight, vector10.Z);
                        Vector3 vector19 = Vector3.Zero;
                        this.WorldToScreen(vector18, out vector19);
                        DrawLine(vector17.X, vector17.Y, vector19.X, vector19.Y, 1f, color);
                        DrawLine(vector11.X, vector11.Y, vector19.X, vector19.Y, 1f, color);
                        DrawLine(vector19.X, vector19.Y, vector13.X, vector13.Y, 1f, color);
                    }
                }
                DrawText(text, (int)dest.X, (int)dest.Y-20, color, true);
            }
        }
        #endregion

        public void DoProcess()
        {
            Main.IsRunning = true;
            this.GameWindowHandle = this.GameMemory.Process.MainWindowHandle;
            Native.SetForegroundWindow(this.GameWindowHandle);            

            while (this.GameWindowHandle != IntPtr.Zero && Main.IsRunning && this.GameMemory.IsOpen)
            {
                this.GameWindowRect = GetWindowRect(this.GameWindowHandle);
                this.GameWindowSize.X = this.GameWindowRect.Right - this.GameWindowRect.Left;
                this.GameWindowSize.Y = this.GameWindowRect.Bottom - this.GameWindowRect.Top;
                this.GameWindowCenter.X = this.GameWindowRect.Left + (this.GameWindowSize.X / 2);
                this.GameWindowCenter.Y = this.GameWindowRect.Top + (this.GameWindowSize.Y / 2) + 11;

                DXDevice.Clear(ClearFlags.Target, Color.FromArgb(0,0,0,0), 1f, 0);
                DXDevice.SetRenderState(RenderState.ZEnable, false);
                DXDevice.SetRenderState(RenderState.Lighting, false);
                DXDevice.SetRenderState<Cull>(RenderState.CullMode, Cull.None);
                DXDevice.BeginScene();

                long entityOffset = this.GameMemory.ReadInt64(CGameOffset);
                long playerOffset = this.GameMemory.ReadInt64(entityOffset + 0x11D8);
                player_X = this.GameMemory.ReadFloat(playerOffset + 0x200);
                player_Y = this.GameMemory.ReadFloat(playerOffset + 0x204);
                player_Z = this.GameMemory.ReadFloat(playerOffset + 0x208);
                player_D = this.GameMemory.ReadFloat(playerOffset + 0x230);

                long posOffset = this.GameMemory.ReadInt64(playerOffset + 0x190);
                player_X = this.GameMemory.ReadFloat(posOffset + 0x110);
                player_Y = this.GameMemory.ReadFloat(posOffset + 0x114);
                player_Z = this.GameMemory.ReadFloat(posOffset + 0x118);
                
                PlayerPosition.X = player_X;
                PlayerPosition.Y = player_Y;
                PlayerPosition.Z = player_Z;

                TextRegion = new POINT(this.GameWindowRect.Left + 15, this.GameWindowRect.Top + 35);
                if (ShowPosition)
                {
                    DrawText("Position X: " + player_X.ToString("F1") + " Y: " + player_Y.ToString("F1") + " Z: " + player_Z.ToString("F1"), ref TextRegion, Color.White);
                    DrawText("Direction: " + player_D.ToString("F2"), ref TextRegion, Color.White);
                }

                ShowESP = (!HideESPWhenAiming || Convert.ToBoolean(Native.GetAsyncKeyState(2) & 0x8000) == false);

                Entity.Clear(); Aimed = false;

                int entityCount = this.GameMemory.ReadInt32(entityOffset + 0x688);
                long entityEntry = this.GameMemory.ReadInt64(playerOffset + 0x400);

                for (int i = 1; i < entityCount; i++)
                {
                    float EntityX = 0;
                    float EntityY = 0;
                    float EntityZ = 0;
                    float EntityYaw = 0;
                    float EntityPitch = 0;
                    float EntitySpeed = 0;

                    int EntityType = this.GameMemory.ReadInt32(entityEntry + 0x5B0);
                    if (EntityType == 0) continue;
                    
                    int EntityId = this.GameMemory.ReadInt32(entityEntry + 0x608);
                                       
                    long _nameEntry = this.GameMemory.ReadInt64(entityEntry + 0x468);
                    String EntityName = this.GameMemory.ReadString(_nameEntry, this.GameMemory.ReadInt32(entityEntry + 0x470));
                    
                    // Player Position //
                    if (EntityType == 0x04)
                    {
                        EntityX = this.GameMemory.ReadFloat(entityEntry + 0x1C0);
                        EntityY = this.GameMemory.ReadFloat(entityEntry + 0x1C4);
                        EntityZ = this.GameMemory.ReadFloat(entityEntry + 0x1C8);

                        EntitySpeed = this.GameMemory.ReadFloat(entityEntry + 0x1D8);
                        EntityYaw = this.GameMemory.ReadFloat(entityEntry + 0x1F0);
                    }
                    // Vechicle Position //
                    else if (EntityType == 0x11 || EntityType == 0x72 || EntityType == 0x76)
                    {
                        EntityX = this.GameMemory.ReadFloat(entityEntry + 0x200);
                        EntityY = this.GameMemory.ReadFloat(entityEntry + 0x204);
                        EntityZ = this.GameMemory.ReadFloat(entityEntry + 0x208);
                        EntitySpeed = this.GameMemory.ReadFloat(entityEntry + 0x1D8);
                    }
                    else
                    {
                        // Try Get NPC Position //
                        EntityX = this.GameMemory.ReadFloat(entityEntry + 0x3C0);
                        if (EntityX == 0)
                        {
                            // Item Position //
                            EntityX = this.GameMemory.ReadFloat(entityEntry + 0x13E0);
                            EntityY = this.GameMemory.ReadFloat(entityEntry + 0x13E4);
                            EntityZ = this.GameMemory.ReadFloat(entityEntry + 0x13E8);
                        }
                        else
                        {
                            // NPC Position //
                            EntityY = this.GameMemory.ReadFloat(entityEntry + 0x3C4);
                            EntityZ = this.GameMemory.ReadFloat(entityEntry + 0x3C8);

                            EntitySpeed = this.GameMemory.ReadFloat(entityEntry + 0x1D8);
                            EntityYaw = this.GameMemory.ReadFloat(entityEntry + 0x1F0);
                        }
                    }

                    // Create New Entity //
                    ENTITY currentEntity = new ENTITY()
                    {
                        Id = EntityId,
                        Type = EntityType,
                        Name = EntityName,
                        Pos = new Vector3(EntityX, EntityY, EntityZ),
                        Distance = Vector3.Distance(new Vector3(EntityX, EntityY, EntityZ), PlayerPosition),
                        Yaw = EntityYaw,
                        Pitch = EntityPitch,
                        Speed = EntitySpeed
                    };
                    
                    // Append New Entity //
                    Entity.Add(currentEntity);
                   
                    switch (EntityType)
                    {
                        case 0x04/*Player*/:
                        case 0x0C/*Zombie*/:
                        case 0x13/*Deer*/:
                        case 0x14/*Wolf*/:
                        case 0x50/*Bear*/:
                        case 0x55/*Rabbit*/:
                        case 0x5b/*Zombie*/:
                            
                            // Aiming //
                            Vector3 aimingTo = Vector3.Zero; 
                            if (Aimed == true || currentEntity.Distance > 300f) 
                            {                                                                                                 
                                /* Already aimed, not in range, entity is dead */ 
                            }
                            else if (ModifierKeys.HasFlag(Keys.Control) || Convert.ToBoolean(Native.GetAsyncKeyState(Keys.XButton1) & 0x8000) == true)
                            {
                                if (AimedEntity != null && AimedEntity.Id == currentEntity.Id)
                                {
                                    if (Convert.ToBoolean(this.GameMemory.ReadByte(entityEntry + 0x136C)) == false)
                                    {
                                        // Target is dead //
                                        AimedEntity = null;
                                    }
                                    else if (AimedUpdate >= DateTime.Now)
                                    {
                                        Aimed = true;
                                        AimedEntity = currentEntity;                                        
                                        Vector3 AIM; float offsetY = 1.0f;
                                        if (AimedEntity.Type == 0x55) offsetY = 0.20f;
                                        if (AimedEntity.Type == 0x13) offsetY = 0.75f;
                                        if (AimedEntity.Type == 0x14) offsetY = 0.50f;
                                        if (AimedEntity.Type == 0x50) offsetY = 0.65f;
                                        if (WorldToScreen(new Vector3(AimedEntity.Pos.X, AimedEntity.Pos.Y + offsetY, AimedEntity.Pos.Z), out AIM))
                                        {
                                            float moveOffsetX = AIM.X - this.GameWindowCenter.X;
                                            float moveOffsetY = AIM.Y - this.GameWindowCenter.Y;
                                            DrawText("Aimed at " + AimedEntity.Name + ": " + moveOffsetX + ", " + moveOffsetY, ref TextRegion, Color.Red);
                                            Native.mouse_event(0x0001, (short)moveOffsetX, (short)moveOffsetY, 0, 0);
                                            AimedUpdate = DateTime.Now.AddMilliseconds(50);
                                        }
                                    }
                                }
                                else if (AimedEntity == null && WorldToScreen(new Vector3(EntityX, EntityY + 1f, EntityZ), out aimingTo))
                                {
                                    float distance = Vector2.Distance(new Vector2(aimingTo.X, aimingTo.Y), new Vector2(this.GameWindowCenter.X, this.GameWindowCenter.Y));
                                    if (distance < 100f) { AimedEntity = currentEntity; Aimed = true; AimedUpdate = DateTime.Now.AddMilliseconds(50); }
                                }
                            }
                            else
                            {
                                AimedEntity = null;
                            }
                            

                            // Show Entity when ESP enabled //
                            if (ShowESP && this.GameMemory.ReadFloat(entityEntry + 0x1CC) == 1f)
                            {
                                Byte EntityAlive = this.GameMemory.ReadByte(entityEntry + 0x136C);
                                if (HideDead == false || Convert.ToBoolean(EntityAlive) == true)
                                {
                                    // Deer or Rabbit //
                                    if (EntityType == 0x13 || EntityType == 0x55)
                                    {
                                        if (ShowAnimals) this.EntityToScreen(new Vector3(EntityX, EntityY, EntityZ), EntityName, Color.DarkGreen, true, false, BoxedAnimals, 2f, EntityYaw, EntityPitch);
                                    }
                                    // Player //
                                    else if (EntityType == 0x04)
                                    {
                                        if (ShowPlayers) this.EntityToScreen(new Vector3(EntityX, EntityY + 1f, EntityZ), EntityName, Color.SkyBlue, true, false, BoxedPlayers, 2f, EntityYaw, EntityPitch);
                                    }
                                    // Aggressive NPC (Wolf, Bear, Zombies) //
                                    else
                                    {
                                        if (ShowAggressive) this.EntityToScreen(new Vector3(EntityX, EntityY + 1f, EntityZ), EntityName, Color.Red, true, false, BoxedAggressive, 2f, EntityYaw, EntityPitch);
                                    }
                                }
                            }
                        break;

                        case 0x2E: // Loot
                            if (ShowESP && ShowItems) this.EntityToScreen(new Vector3(EntityX, EntityY, EntityZ), EntityName, Color.GreenYellow, true, false, BoxedItems, 1f, 0f, 0f);
                        break;

                        case 0x1B: // Campfire
                        case 0x6D: // Stash
                        case 0x9C: // Land Mine
                            if (ShowESP && ShowItems) this.EntityToScreen(new Vector3(EntityX, EntityY, EntityZ), EntityName, Color.SaddleBrown, true, false, BoxedItems, 1f, 0f, 0f);
                        break;

                        case 0x2F: // Furnace //
                        case 0x33: // Storage Container
                        case 0x35: // Animal Trap
                        case 0x36: // Dew Collector
                        case 0x53: // Barbeque
                            if (ShowESP && ShowContainers) this.EntityToScreen(new Vector3(EntityX, EntityY, EntityZ), EntityName, Color.Gray, true, false, BoxedItems, 1f, 0f, 0f);
                        break;

                        case 0x34: // Weapons
                            if (ShowESP && ShowWeapons) this.EntityToScreen(new Vector3(EntityX, EntityY, EntityZ), EntityName, Color.GreenYellow, true, false, BoxedItems, 1f, 0f, 0f);
                        break;

                        case 0x15: // Ammo
                            if (ShowESP && ShowAmmo) this.EntityToScreen(new Vector3(EntityX, EntityY, EntityZ), EntityName, Color.GreenYellow, true, false, BoxedItems, 1f, 0f, 0f);
                        break;

                        case 0x11: // OffRoad
                        case 0x72: // Pickup
                        case 0x76: // PoliceCar
                            if (ShowESP && ShowVehicles) this.EntityToScreen(new Vector3(EntityX, EntityY + 1f, EntityZ), EntityName, Color.HotPink, true, false, BoxedVehicles, 2f, 0f, 0f);
                        break;

                        case 0x2C: // Resources, Battary, Turbo, Sparkplugs
                            if (ShowESP && ShowItems)
                            {
                                if (EntityName.Contains("Battery") || EntityName.Contains("Turbo") || EntityName.Contains("Headlights") || EntityName.Contains("Sparkplugs"))
                                {
                                    this.EntityToScreen(new Vector3(EntityX, EntityY, EntityZ), EntityName, Color.DeepPink, true, false, BoxedItems, 1f, 0f, 0f);
                                }
                                else
                                {
                                    this.EntityToScreen(new Vector3(EntityX, EntityY, EntityZ), EntityName, Color.White, true, false, BoxedItems, 1f, 0f, 0f);
                                }
                            }
                        break;

                        case 0x16: // Dresser
                        case 0x17: // Armoire
                        case 0x19: // World Doors
                        case 0x1D: // Cabinets
                        case 0x1E: // Cabinets
                        case 0x21: // Cabinets
                        case 0x22: // Cabinets
                        case 0x23: // Cabinets
                        case 0x25: // Refrigerator
                        case 0x26: // Garbage Can
                        case 0x28: // Cabinets
                        case 0x29: // Desk
                        case 0x27: // Dumpster
                        case 0x30: // File Cabinet
                        case 0x31: // Tool Cabinet
                        case 0x37: // Recycle Bin (with fire)
                        case 0x38: // Punji Sticks
                        case 0x3D: // Wooded Barricade
                        case 0x3E: // Water Well
                        case 0x3F: // Armoire
                        case 0x40: // Dresser
                        case 0x42: // Chest
                        case 0x44: // Wrecked Sedan
                        case 0x45: // Wrecked Van
                        case 0x46: // Wrecked Truck
                        case 0x49: // Ottoman
                        case 0x4A: // Ottoman
                        case 0x4F: // Designer-placed(?) Door
                        case 0x5D: // File Cabinet
                        case 0x61: // Cabinets
                        case 0x63: // Cabinets
                        case 0x6F: // Locker
                        case 0x70: // Weapon Locker
                        case 0x71: // Glass Cabinet
                        case 0x79: // Designer-placed(?) Door
                        case 0x7A: // Resting (Bed)
                        case 0x7B: // Designer-placed(?) Door
                        case 0x7C: // Designer-placed(?) Door
                        case 0x80: // Cabinets
                        case 0x81: // Cabinets
                        case 0x82: // Cabinets
                        case 0x83: // Cabinets
                        case 0x84: // Cabinets
                        case 0x85: // Cabinets
                        case 0x86: // Cabinets
                        case 0x87: // Cabinets
                        case 0x88: // Cabinets
                        case 0xA1: // Washing Machine
                        case 0xA2: // Dryer
                        case 0x7D: // IO.FireHydrant
                        case 0x7E: // IO.FireHydrant
                            //this.WorldToScreen(new Vector3(EntityX, EntityY, EntityZ), EntityName + "[" + EntityId.ToString("X2") + "]", Color.Gray, true, false, false, 0f, 0f);
                        break;

                        case 0x4C: // Shed
                        case 0x5F: // Metal Wall/Gate
                        case 0x62: // Basic Shack Door
                        case 0x6E: // Desk Foundation
                        case 0x9E: // Metal Door
                        case 0xA6: // Large Shelter
                        case 0xA7: // Shed
                            //this.WorldToScreen(new Vector3(EntityX, EntityY, EntityZ), EntityName + "[" + EntityId.ToString("X2") + "]", Color.Gray, true, false, false, 0f, 0f);
                        break;

                        default: // Other Items
                            if (ShowESP && ShowItems) this.EntityToScreen(new Vector3(EntityX, EntityY, EntityZ), EntityName + "[" + EntityType.ToString("X2") + "]", Color.White, true, false, false, 1f, 0f, 0f);
                        break;
                    }
                    entityEntry = this.GameMemory.ReadInt64(entityEntry + 0x400);
                }

                if (Aimed == false) AimedEntity = null;
                
                if (ShowEntityLists)
                {                    
                    ENTITY[] playerList     = Entity.Where(E => E.Type == 0x04).OrderBy(E => E.Distance).ToArray();
                    ENTITY[] aggressiveList = Entity.Where(E => E.Type == 0x0C || E.Type == 0x14 || E.Type == 0x50 || E.Type == 0x5b).OrderBy(E => E.Distance).ToArray();
                    ENTITY[] animalsList    = Entity.Where(E => E.Type == 0x13 || E.Type == 0x55).OrderBy(E => E.Distance).ToArray();
                    ENTITY[] vehiclesList   = Entity.Where(E => E.Type == 0x11 || E.Type == 0x72 || E.Type == 0x76).OrderBy(E => E.Distance).ToArray();
                 
                    int itemY = (aggressiveList.Length > 10 ? 150 : aggressiveList.Length * 15);
                    foreach (ENTITY entity in aggressiveList)
                    {                                                
                        DrawText(entity.Name + " [" + Math.Round(entity.Distance).ToString() + " m]", this.GameWindowRect.Left + 20, this.GameWindowRect.Bottom - itemY - 15, Color.Red);
                        itemY -= 15; if (itemY <= 0) break; 
                    }
                    
                    itemY = (animalsList.Length > 10 ? 150 : animalsList.Length * 15);
                    foreach (ENTITY entity in animalsList)
                    {
                        DrawText(entity.Name + " [" + Math.Round(entity.Distance).ToString() + " m]", this.GameWindowRect.Left + 120, this.GameWindowRect.Bottom - itemY - 15, Color.Green);
                        itemY -= 15; if (itemY <= 0) break; 
                    }
                    
                    itemY = (vehiclesList.Length > 10 ? 150 : vehiclesList.Length * 15);
                    foreach (ENTITY entity in vehiclesList)
                    {
                        DrawText(entity.Name + " [" + Math.Round(entity.Distance).ToString() + " m]", this.GameWindowRect.Left + 220, this.GameWindowRect.Bottom - itemY - 15, Color.HotPink);
                        itemY -= 15; if (itemY <= 0) break; 
                    }
                    
                    itemY = (playerList.Length > 10 ? 150 : playerList.Length * 15);
                    foreach (ENTITY entity in playerList)
                    {                        
                        DrawText(entity.Name + " [" + Math.Round(entity.Distance).ToString() + " m]", this.GameWindowRect.Left + 320, this.GameWindowRect.Bottom - itemY - 15, Color.SkyBlue);
                        itemY -= 15; if (itemY <= 0) break; 
                    }
                }


                if (ShowRadar)
                {
                    DrawFilledBox(this.GameWindowRect.Right - 225, this.GameWindowRect.Top + 50, 201f, 201f, Color.DarkOliveGreen, RadarTransparency);
                    DrawBoxAbs(this.GameWindowRect.Right - 225, this.GameWindowRect.Top + 50, 201f, 201f, 1f, Color.Black);
                    DrawLine(this.GameWindowRect.Right - 125, this.GameWindowRect.Top + 50, this.GameWindowRect.Right - 125, this.GameWindowRect.Top + 251, 1f, Color.Black);
                    DrawLine(this.GameWindowRect.Right - 225, this.GameWindowRect.Top + 150, this.GameWindowRect.Right - 24, this.GameWindowRect.Top + 150, 1f, Color.Black);
                    RadarCenter = new Vector2(this.GameWindowRect.Right - 125, this.GameWindowRect.Top + 125 + 25);
                    DrawFilledBox(RadarCenter.X - 1f, RadarCenter.Y - 1f, 3f, 3f, Color.White);
                    if (RadarCenter.Length() > 0f)
                    {                    
                        foreach (ENTITY entity in Entity)
                        {
                            Vector2 pointToRotate = new Vector2(entity.Pos.X, entity.Pos.Z);
                            Vector2 vector3 = new Vector2(player_X, player_Z);
                            pointToRotate = vector3 - pointToRotate;
                            float num30 = pointToRotate.Length() * 0.5f;
                            num30 = Math.Min(num30, 90f);
                            pointToRotate.Normalize();
                            pointToRotate = (Vector2) (pointToRotate * num30);
                            pointToRotate += RadarCenter;
                            pointToRotate = RotatePoint(pointToRotate, RadarCenter, player_D, true);
                            if (entity.Type == 0x04 && RadarPlayers)
                            {
                                DrawFilledBox(pointToRotate.X, pointToRotate.Y, 3f, 3f, Color.SkyBlue);
                            }
                            if ((entity.Type == 0x0C || entity.Type == 0x14 || entity.Type == 0x50 || entity.Type == 0x5b) && RadarAggressive)
                            {
                                DrawFilledBox(pointToRotate.X, pointToRotate.Y, 3f, 3f, Color.Red);
                            }
                            if ((entity.Type == 0x13 || entity.Type == 0x55) && RadarAnimals)
                            {
                                DrawFilledBox(pointToRotate.X, pointToRotate.Y, 3f, 3f, Color.LightGreen);
                            }                            
                            if ((entity.Type == 0x11 || entity.Type == 0x72 || entity.Type == 0x76) && RadarVehicles)
                            {
                                DrawFilledBox(pointToRotate.X, pointToRotate.Y, 3f, 3f, Color.HotPink);
                            }
                        }
                    }
                }

                if (ShowCities)
                {
                    this.EntityToScreen(new Vector3(-129f, 40f, -1146f), "Pleasant Valley", Color.DarkViolet, true, false, false, 1f, 0f, 0f);
                    this.EntityToScreen(new Vector3(-1233f, 90f, 1855f), "Cranberry", Color.DarkViolet, true, false, false, 1f, 0f, 0f);
                    this.EntityToScreen(new Vector3(2003f, 50f, 2221f), "Ranchito", Color.DarkViolet, true, false, false, 1f, 0f, 0f);
                }

                if (Main.ShowMap && (DXTextrureMap != null || DXTextrureMapLarge != null))
                {
                    DXSprite.Begin(SpriteFlags.AlphaBlend);
                    if (Main.ShowMapLarge && DXTextrureMapLarge != null)
                    {
                        map_pos_x = RemapValue(player_X, 4000f, -4000f, -512f, 512f);
                        map_pos_z = RemapValue(player_Z, -4000f, 4000f, -512f, 512f);                        
                        DXSprite.Draw(DXTextrureMapLarge, new Vector3(512f, 512f, 0f), new Vector3(this.GameWindowCenter.X, this.GameWindowCenter.Y, 0f), Color.FromArgb(MapTransparency, 0xff, 0xff, 0xff));
                    }
                    else if (DXTextrureMap != null)
                    {                        
                        map_pos_x = RemapValue(player_X, 4000f, -4000f, -265f, 265f);
                        map_pos_z = RemapValue(player_Z, -4000f, 4000f, -265f, 265f);
                        DXSprite.Draw(DXTextrureMap, new Vector3(256f, 256f, 0f), new Vector3(this.GameWindowCenter.X, this.GameWindowCenter.Y, 0f), Color.FromArgb(MapTransparency, 0xff, 0xff, 0xff));
                    }
                    DXSprite.End();                    
                    float direction = Main.player_D * -1f;
                    float fromX = (float)((this.GameWindowCenter.X + map_pos_z) + (20.0 * Math.Cos(direction)));
                    float fromY = (float)((this.GameWindowCenter.Y + map_pos_x) + (20.0 * Math.Sin(direction)));
                    DrawFilledBox((this.GameWindowCenter.X + map_pos_z) - 2f, (this.GameWindowCenter.Y + map_pos_x) - 2f, 6f, 6f, Color.Magenta);
                    DrawLine(fromX, fromY, (this.GameWindowCenter.X + map_pos_z) + 1f, (this.GameWindowCenter.Y + map_pos_x) + 1f, 1f, Color.PaleVioletRed);
                }

                DXDevice.EndScene();
                DXDevice.Present();
                Thread.Sleep(1);
            }
            DXDevice.Dispose();
            Application.Exit();
        }

        public void DoAiming()
        {            
            while (true)
            {                
                if (Aimed == true && AimedEntity != null)
                {
                    
                }
                Thread.Sleep(1);
            }
        }

        protected override void WndProc(ref Message m)
        {
            if (m.Msg == 0x312)
            {
                switch ((int)m.WParam)
                {
                    case 0:
                        if (this.Settings != null && this.Settings.Visible)
                        {
                            this.Settings.Close();
                            break;
                        }
                        this.Settings = new Settings(); this.Settings.Show();
                        this.Settings.Location = new Point(this.GameWindowRect.Right - this.Settings.Width - 20, this.GameWindowRect.Top + 200);
                        Native.SetForegroundWindow(this.GameMemory.Process.MainWindowHandle);
                    break;

                    case 1:
                        ShowRadar = !ShowRadar;
                        Main.Ini.IniWriteValue("Radar", "Show", ShowRadar.ToString());
                    break;

                    case 2:
                        ShowMap = !ShowMap;
                    break;

                    case 3:
                        ShowMapLarge = !ShowMapLarge;
                        Main.Ini.IniWriteValue("Map", "LargeMap", Main.ShowMapLarge.ToString());
                    break;                    

                    case 4:
                        Main.IsRunning = false;
                    break;
                }
            }
            base.WndProc(ref m);
        }

        public static void MoveMouse(int xDelta, int yDelta)
        {
            Native.mouse_event(1, xDelta, yDelta, 0u, 0u);
        }

        public static void MoveMouseTo(int x, int y)
        {
            Native.mouse_event(0x8000, x, y, 0, 0);
            Native.mouse_event(1, x, y, 0, 0);
        }
    }
}
Settings.cs
Code:
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;

namespace H1Z1ESP
{
    public partial class Settings : Form
    {
        public Settings()
        {
            InitializeComponent();
            this.showPlayers.Checked = Main.ShowPlayers;
            this.showAggressive.Checked = Main.ShowAggressive;
            this.snowAnimals.Checked = Main.ShowAnimals;
            this.showContainers.Checked = Main.ShowContainers;
            this.showWeapons.Checked = Main.ShowWeapons;
            this.showAmmo.Checked = Main.ShowAmmo;
            this.showItems.Checked = Main.ShowItems;
            this.showVehicles.Checked = Main.ShowVehicles;
            this.hideESPAiming.Checked = Main.HideESPWhenAiming;

            this.showEntityLists.Checked = Main.ShowEntityLists;

            this.boxedPlayers.Checked = Main.BoxedPlayers;
            this.boxedAggressive.Checked = Main.BoxedAggressive;
            this.boxedAnimals.Checked = Main.BoxedAnimals;
            this.boxedItems.Checked = Main.BoxedItems;
            this.boxedVehicles.Checked = Main.BoxedVehicles;
            this.boxed3D.Checked = Main.Boxed3D;

            this.showPosition.Checked = Main.ShowPosition;
            this.showCities.Checked = Main.ShowCities;
            this.hideDead.Checked = Main.HideDead;

            this.mapLarge.Checked = Main.ShowMapLarge;
            this.mapTransparency.Value = Main.MapTransparency;
            this.showRadar.Checked = Main.ShowRadar;
            this.radarTransparency.Value = Main.RadarTransparency;
            
            this.radarPlayers.Checked = Main.RadarPlayers;
            this.radarAggressive.Checked = Main.RadarAggressive;
            this.radarAnimals.Checked = Main.RadarAnimals;
            this.radarVehicles.Checked = Main.RadarVehicles;
        }

        private void showPlayers_CheckedChanged(object sender, EventArgs e)
        {
            Main.ShowPlayers = this.showPlayers.Checked;
            Main.Ini.IniWriteValue("ESP", "ShowPlayers", Main.ShowPlayers.ToString());
        }

        private void showAggressive_CheckedChanged(object sender, EventArgs e)
        {
            Main.ShowAggressive = this.showAggressive.Checked;
            Main.Ini.IniWriteValue("ESP", "ShowAggressive", Main.ShowAggressive.ToString());
        }

        private void snowAnimals_CheckedChanged(object sender, EventArgs e)
        {
            Main.ShowAnimals = this.snowAnimals.Checked;
            Main.Ini.IniWriteValue("ESP", "ShowAnimals", Main.ShowAnimals.ToString());
        }

        private void showContainers_CheckedChanged(object sender, EventArgs e)
        {
            Main.ShowContainers = this.showContainers.Checked;
            Main.Ini.IniWriteValue("ESP", "ShowContainers", Main.ShowContainers.ToString());
        }

        private void showWeapons_CheckedChanged(object sender, EventArgs e)
        {
            Main.ShowWeapons = this.showWeapons.Checked;
            Main.Ini.IniWriteValue("ESP", "ShowWeapons", Main.ShowWeapons.ToString());
        }
        
        private void showAmmo_CheckedChanged(object sender, EventArgs e)
        {
            Main.ShowAmmo = this.showAmmo.Checked;
            Main.Ini.IniWriteValue("ESP", "ShowAmmo", Main.ShowAmmo.ToString());
        }        

        private void showItems_CheckedChanged(object sender, EventArgs e)
        {
            Main.ShowItems = this.showItems.Checked;
            Main.Ini.IniWriteValue("ESP", "ShowItems", Main.ShowItems.ToString());
        }

        private void showVehicles_CheckedChanged(object sender, EventArgs e)
        {
            Main.ShowVehicles = this.showVehicles.Checked;
            Main.Ini.IniWriteValue("ESP", "ShowVehicles", Main.ShowVehicles.ToString());
        }        

        private void showPosition_CheckedChanged(object sender, EventArgs e)
        {
            Main.ShowPosition = this.showPosition.Checked;
            Main.Ini.IniWriteValue("Misc", "ShowPosition", Main.ShowPosition.ToString());
        }        

        private void showCities_CheckedChanged(object sender, EventArgs e)
        {
            Main.ShowCities = this.showCities.Checked;
            Main.Ini.IniWriteValue("Misc", "ShowCities", Main.ShowCities.ToString());
        }

        private void hideDead_CheckedChanged(object sender, EventArgs e)
        {
            Main.HideDead = this.hideDead.Checked;
            Main.Ini.IniWriteValue("Misc", "HideDead", Main.HideDead.ToString());
        }

        private void hideESPAiming_CheckedChanged(object sender, EventArgs e)
        {
            Main.HideESPWhenAiming = this.hideESPAiming.Checked;
            Main.Ini.IniWriteValue("Misc", "HideESPWhenAiming", Main.HideESPWhenAiming.ToString());
        }        

        private void boxedPlayers_CheckedChanged(object sender, EventArgs e)
        {
            Main.BoxedPlayers = this.boxedPlayers.Checked;
            Main.Ini.IniWriteValue("Boxed", "Players", Main.BoxedPlayers.ToString());
        }

        private void boxedAggressive_CheckedChanged(object sender, EventArgs e)
        {
            Main.BoxedAggressive = this.boxedAggressive.Checked;
            Main.Ini.IniWriteValue("Boxed", "Aggressive", Main.BoxedAggressive.ToString());
        }

        private void boxedAnimals_CheckedChanged(object sender, EventArgs e)
        {
            Main.BoxedAnimals = this.boxedAnimals.Checked;
            Main.Ini.IniWriteValue("Boxed", "Animals", Main.BoxedAnimals.ToString());
        }

        private void boxedItems_CheckedChanged(object sender, EventArgs e)
        {
            Main.BoxedItems = this.boxedItems.Checked;
            Main.Ini.IniWriteValue("Boxed", "Items", Main.BoxedItems.ToString());
        }

        private void boxedVehicles_CheckedChanged(object sender, EventArgs e)
        {
            Main.BoxedVehicles = this.boxedVehicles.Checked;
            Main.Ini.IniWriteValue("Boxed", "Vehicles", Main.BoxedVehicles.ToString());
        }

        private void boxed3D_CheckedChanged(object sender, EventArgs e)
        {
            Main.Boxed3D = this.boxed3D.Checked;
            Main.Ini.IniWriteValue("Boxed", "3D", Main.Boxed3D.ToString());
        }

        private void mapLarge_CheckedChanged(object sender, EventArgs e)
        {
            Main.ShowMapLarge = this.mapLarge.Checked;
            Main.Ini.IniWriteValue("Map", "LargeMap", Main.ShowMapLarge.ToString());
        }

        private void mapTransparency_Scroll(object sender, EventArgs e)
        {
            Main.MapTransparency = this.mapTransparency.Value;
            Main.Ini.IniWriteValue("Map", "Transparency", Main.MapTransparency.ToString());
        }

        private void showRadar_CheckedChanged(object sender, EventArgs e)
        {
            Main.ShowRadar = this.showRadar.Checked;
            Main.Ini.IniWriteValue("Radar", "Show", Main.ShowRadar.ToString());
        }

        private void radarTransparency_Scroll(object sender, EventArgs e)
        {
            Main.RadarTransparency = this.radarTransparency.Value;
            Main.Ini.IniWriteValue("Radar", "Transparency", Main.RadarTransparency.ToString());
        }

        private void radarPlayers_CheckedChanged(object sender, EventArgs e)
        {
            Main.RadarPlayers = this.radarPlayers.Checked;
            Main.Ini.IniWriteValue("Radar", "Players", Main.RadarPlayers.ToString());
        }

        private void radarAggressive_CheckedChanged(object sender, EventArgs e)
        {
            Main.RadarAggressive = this.radarAggressive.Checked;
            Main.Ini.IniWriteValue("Radar", "Aggressive", Main.RadarAggressive.ToString());
        }

        private void radarAnimals_CheckedChanged(object sender, EventArgs e)
        {
            Main.RadarAnimals = this.radarAnimals.Checked;
            Main.Ini.IniWriteValue("Radar", "Animals", Main.RadarAnimals.ToString());
        }

        private void radarVehicles_CheckedChanged(object sender, EventArgs e)
        {
            Main.RadarVehicles = this.radarVehicles.Checked;
            Main.Ini.IniWriteValue("Radar", "Vehicles", Main.RadarVehicles.ToString());
        }

        private void showEntityLists_CheckedChanged(object sender, EventArgs e)
        {            
            Main.ShowEntityLists = this.showEntityLists.Checked;
            Main.Ini.IniWriteValue("Misc", "ShowEntityLists", Main.ShowEntityLists.ToString());
        }     
    }
}
Can somebody fix the 62 errors and and upload a compiled version would be nice xD.
Cant fix the override error.

Credits to BreakerRUS
hannes93 is offline  
Old 03/09/2015, 20:34   #5
 
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any screen ?
KiLL3rAs is offline  
Old 03/12/2015, 02:15   #6
 
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Hi, kann ich mit dem "Tool" gebannt werden ?
kingkhalifa21 is offline  
Old 03/12/2015, 10:19   #7
 
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The ESP isnt updated, so you have to do it yourself with the provided source code.
Empîre007 is offline  
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