Merhabalar bugün sizlere csgo da kullanılan esp kodunu size vereceğim kodların üzerinde değişiklik yapıp kendinize özgüde yapabilirsiniz.
Cs 2 de işe yararmı bilmiyorum maalesef.

İşte kodlar:
Code:
Code:
Code:
Cs 2 de işe yararmı bilmiyorum maalesef.
İşte kodlar:
Code:
- #include "include.h"
- bool WorldToScreen(Vector3 pos, Vector2& screen, float Matrix[16])
- {
- int width = GetSystemMetrics(SM_CXSCREEN);
- int height = GetSystemMetrics(SM_CYSCREEN);
- Vector4 ClipCoords;
- ClipCoords.x = pos.x * Matrix[0] + pos.y * Matrix[1] * pos.z * Matrix[2] + Matrix[3];
- ClipCoords.y = pos.x * Matrix[4] + pos.y * Matrix[5] * pos.z * Matrix[6] + Matrix[7];
- ClipCoords.z = pos.x * Matrix[8] + pos.y * Matrix[9] * pos.z * Matrix[10] + Matrix[11];
- ClipCoords.w = pos.x * Matrix[12] + pos.y * Matrix[13] * pos.z * Matrix[14] + Matrix[15];
- if (ClipCoords.w < 0.1f)
- return false;
- Vector3 NDC;
- NDC.x = ClipCoords.x / ClipCoords.w;
- NDC.y = ClipCoords.y / ClipCoords.w;
- NDC.z = ClipCoords.z / ClipCoords.w;
- screen.x = (width / 2 * NDC.x) + (NDC.x + width / 2);
- screen.y = -(height / 2 * NDC.y) + (NDC.y + height / 2);
- return true;
- }
Code:
- if (Settings.EnableBoxEsp)
- {
- if (PlayerController.Exists())
- {
- Vector2 StartLocation = { windowWidth / 2, windowHeight };
- if (Settings.TraceFromFeet)
- {
- float Matrix[16];
- memcpy(&Matrix, (PBYTE*)(Global_GameModule + dwViewMatrix), sizeof(Matrix));
- WorldToScreen(PlayerController.GetLocation(), StartLocation, Matrix);
- }
- Vector2 EndLocation;
- for (int i = 1; i < 32; i++)
- {
- uintptr_t Entity = *(uintptr_t*)(Global_GameModule + dwEntityList + (i * 0x10));
- if (Entity != NULL)
- {
- int EntityHealth = EntityController.GetHealth(Entity);
- if (EntityHealth > 0 && EntityHealth < 101)
- {
- EndLocation = EntityController.GetBonePositionScreen(Entity, Settings.TracerBone);
- Vector3 BaseLocation = EntityController.GetBonePosition(Entity, 1);
- Vector3 HeadLocation = EntityController.GetBonePosition(Entity, 8);
- HeadLocation.z += 15;
- Vector2 Head;
- Vector2 Base;
- float Matrix[16];
- memcpy(&Matrix, (PBYTE*)(Global_GameModule + dwViewMatrix), sizeof(Matrix));
- WorldToScreen(HeadLocation, Head, Matrix);
- WorldToScreen(BaseLocation, Base, Matrix);
- if (EndLocation.x != 0 && EndLocation.y != 0)
- {
- D3DCOLOR BoxColor;
- int Height = Head.Distance(Base);
- int PlayerTeam = PlayerController.GetTeam();
- int EntityTeam = EntityController.GetTeam(Entity);
- if (PlayerTeam != EntityTeam)
- {
- if (Settings.EnableBoxEsp)
- {
- DrawBoundingBox(
- Base.x,
- Base.y,
- Height* Settings.BoxWidth,
- Height,
- Settings.BoxThickness,
- Settings.Global_Antialias,
- BoxColor
- );
- }
- }
- else
- {
- if (Settings.EnableBoxEsp)
- {
- DrawBoundingBox(
- Base.x,
- Base.y,
- Height * Settings.BoxWidth,
- Height,
- Settings.BoxThickness,
- Settings.Global_Antialias,
- BoxColor
- );
- }
- }
- }
- }
- }
- }
- }
- }
Code:
- #include "include.h"
- void DrawFilledRect(int x, int y, int w, int h, D3DCOLOR col)
- {
- D3DRECT rect = { x, y, x + w, y + h };
- pDevice->Clear(1, &rect, D3DCLEAR_TARGET, col, 0, 0);
- }
- void DrawLine(int x1, int y1, int x2, int y2, int thickness, bool antialias, D3DCOLOR col)
- {
- ID3DXLine* lineL;
- D3DXCreateLine(pDevice, &lineL);
- D3DXVECTOR2 Line[2];
- Line[0] = D3DXVECTOR2(x1, y1);
- Line[1] = D3DXVECTOR2(x2, y2);
- lineL->SetWidth(thickness);
- lineL->SetAntialias(antialias);
- lineL->Draw(Line, 2, col);
- lineL->Release();
- }
- void DrawBoundingBox(int baseX, int baseY, int width, int height, int thickness, bool antialias, D3DCOLOR color)
- {
- DrawLine(baseX - width / 2, baseY, baseX + width / 2, baseY, thickness, antialias, color);
- DrawLine(baseX - width / 2, baseY - height, baseX - width / 2, baseY, thickness, antialias, color);
- DrawLine(baseX + width / 2, baseY - height, baseX + width / 2, baseY, thickness, antialias, color);
- DrawLine(baseX - width / 2, baseY - height, baseX + width / 2, baseY - height, thickness, antialias, color);
- }