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Ring Of Elysium Offsets & ESP

JeaxyJoker

Onaylı Üye
Katılım
23 Ağu 2019
Mesajlar
135
Tepkime puanı
49
Puanları
28
C++:
MainProcedure = 2E1F650    \x8B\x0D\x00\x00\x00\x00\x83\xCE\xFF\x56 xx????xxxx
Entitylist = 2E28C10       \x8B\x1D\x00\x00\x00\x00\x8B\x04\x93 xx????xxx
QSSceneCamera = 2915324    \x8B\x0D\x00\x00\x00\x00\xC7\x45\x00\x00\x00\x00\x00\x3B xx????xx?????x

MainPlayer    MainProcedure +0x80

MaxEntitys     Entitylist +0x4
EntityCount     Entitylist +0x8
C++:
if (Stride == 72 && vSize == 1836)
        AddModel(pDevice);
  //realitycheats.com
    // Parameters:
    ////realitycheats.com
    //   sampler2D BoneTex;
    //   float4 BoneTexUv;
    //   float4x4 worldMatrix;
    //   float4x4 worldViewProj;
    //
    //
    // Registers:
    //
    //   Name          Reg   Size
    //   ------------- ----- ----
    //   worldViewProj c0       4
    //   worldMatrix   c4       3
    //   BoneTexUv     c7       1
    //   BoneTex       s3       1
  //realitycheats.com
    D3DXMATRIX matrix, m1;
    D3DXVECTOR4 position;
    D3DXVECTOR4 input;
    Device->GetVertexShaderConstantF(0, matrix, 4);
  //realitycheats.com
    //input.y

    D3DXMatrixTranspose(&matrix, &matrix);
    D3DXVec4Transform(&position, &input, &matrix);
  //realitycheats.com
    position.x = input.x * matrix._11 + input.y * matrix._21 + input.z * matrix._31 + matrix._41;
    position.y = input.x * matrix._12 + input.y * matrix._22 + input.z * matrix._32 + matrix._42;
    position.z = input.x * matrix._13 + input.y * matrix._23 + input.z * matrix._33 + matrix._43;
    position.w = input.x * matrix._14 + input.y * matrix._24 + input.z * matrix._34 + matrix._44;
  //realitycheats.com
    float xx = ((position.x / position.w) * (Viewport.Width / 2)) + Viewport.X + (Viewport.Width / 2);
    float yy = Viewport.Y + (Viewport.Height / 2) - ((position.y / position.w) * (Viewport.Height / 2));
 
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