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W2S and other stuff

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  1. #1
    Semi-Coder t00ny's Avatar
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    Jan 2008
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    361

    W2S and other stuff

    Hello !

    I'm making my ******* ESP, but i've a problem :

    Look at my code :
    Code:
    float VectorAngle(const vec3_t a, const vec3_t b)
    {
        float length_a = VectorLength(a);
        float length_b = VectorLength(b);
        float length_ab = length_a*length_b;
        if( length_ab==0.0 )
        { 
            return 0.0; 
        }
        else
        { 
            return (float) (acos(DotProduct(a,b)/length_ab) * (180.f/M_PI)); 
        }
    }
    
    bool WorldToScreen(vec3_t Origin, float *ScreenX, float *ScreenY)
    {
        float xzi, yzi;
        vec3_t Local, Transformed;
        vec3_t Fwd, Right, Up;
    
        #define xcenter (cg->Refdef.Width / 2.f)
        #define ycenter (cg->Refdef.Height / 2.f)
    
        AngleVectors(cg->Refdef.RefdefViewAngles, Fwd, Right, Up);
        VectorSubtract(Origin, cg->Refdef.Vieworg, Local);
    
        Transformed[0] = DotProduct(Local, Right);
        Transformed[1] = DotProduct(Local, Up);
        Transformed[2] = DotProduct(Local, Fwd);
    
        if(Transformed[2] < 0.01f)
            return false;
    
        xzi    = xcenter / Transformed[2] * (90.0f / cg->Refdef.Fovx);
        yzi    = ycenter / Transformed[2] * (90.0f / cg->Refdef.Fovy);
        
        *ScreenX = xcenter + (xzi * Transformed[0]);
        *ScreenY = ycenter - (yzi * Transformed[1]);
    
        return true;
    }
    
    In endscene : (Yes thats in D3D)
    
    float screen[1];
    
    for( int x = 0; x < 63; x++ )
    {
    if(WorldToScreen(ci[x].LerpOrigin, &screen[0], &screen[1]))
    {
        uFont->DrawText(ci[x].Name, screen[0], screen[1]);
    }
    }
    It doesn't draw anything, just :


    Thanks
    “Part of the inhumanity of the computer is that, once it is competently programmed and working smoothly, it is completely honest.” - I.A

  2. #2
    Semi-Coder
    Join Date
    Jun 2007
    Posts
    1,012

    Re: W2S and other stuff

    Check your structs, log them to make sure there getting the correct information through.

  3. #3
    Semi-Coder t00ny's Avatar
    Join Date
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    Posts
    361

    Re: W2S and other stuff

    Yes, they're good, but i think my cg refdef isn't good, but i've took it from sinner's src, i've tried to print the refdefviewangles :
    Code:
        sprintf(g_Buffer, "RefDefViewAngles : %ld, %ld, %ld", cg->RefdefViewAngles[0], cg->RefdefViewAngles[1], cg->RefdefViewAngles[2] );
        uFont->DrawText(g_Buffer, 10, 100);
    But i got 0,0,0
    “Part of the inhumanity of the computer is that, once it is competently programmed and working smoothly, it is completely honest.” - I.A

  4. #4
    Semi-Coder
    Join Date
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    Posts
    1,012

    Re: W2S and other stuff

    %f

  5. #5
    Veteran Member
    Join Date
    Apr 2006
    Location
    Canada
    Posts
    748

    Re: W2S and other stuff

    try using deltasharks w2s from OGC
    Code:
    <chaplja|> i'm taking over nixcoders
    <Smileman`> cool

  6. #6
    Coders siLenCer's Avatar
    Join Date
    May 2007
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    443

    Re: W2S and other stuff

    TBH just multiply your refdef->fov_x and refdef->fov_y by 100 and enjoy your ESP

    Assuming (of course) your structs are correct...

  7. #7
    Semi-Coder t00ny's Avatar
    Join Date
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    361

    Re: W2S and other stuff

    Looks better, i've tried the W2S from OGC, and multiplied fovx by 100, but i've a problem now, when i move my mouse, the "over here" are moving, and when i look a player, the "over here" disappear.


    Here's the code :
    Code:
    int screen[2];
    
    for( int x = 0; x < 63; x++ )
    {
    if(WorldToScreen(ci[x].LerpOrigin, screen)==0)
    {
        if(GetAsyncKeyState(VK_SHIFT)&1)
            Log("Screen X : %i, Screen Y : %i", screen[0], screen[1]);
    
        uFont->DrawText("over here", screen[0], screen[1]);
    }
    }
    Thanks
    “Part of the inhumanity of the computer is that, once it is competently programmed and working smoothly, it is completely honest.” - I.A

  8. #8
    VIP FreckleS's Avatar
    Join Date
    Jan 2007
    Location
    Australia
    Posts
    2,125

    Re: W2S and other stuff

    ofc they move..they are other players lol...
    "The pain you feel today, will be the strength you feel tomorrow"

  9. #9
    Semi-Coder t00ny's Avatar
    Join Date
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    Posts
    361
    Hmmm, look on the picture, i'm not looking at the ennemies, but at the wall, and it's the border of the map.

    Up :-\
    “Part of the inhumanity of the computer is that, once it is competently programmed and working smoothly, it is completely honest.” - I.A

  10. #10
    Veteran Member
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    Canada
    Posts
    748

    Re: W2S and other stuff

    i know i'm bumping a week old thread but it is most certainly a problem with refdef (either viewangles or viewaxis)

    try using the structs posted on gamedeception
    Code:
    <chaplja|> i'm taking over nixcoders
    <Smileman`> cool

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