Paste is my life
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Автор темы
- #1
Всем привет.
Реебят, подскажите, где накосячил, при нажатии капса не выводит боксы
Реебят, подскажите, где накосячил, при нажатии капса не выводит боксы
typedef __int64 (WINAPI* PresentSceneFN)(IDirect3DDevice9*, CONST RECT*, CONST RECT*, HWND, CONST RGNDATA*);
PresentSceneFN oPresent;
VMTHookManager* VmtHook = new VMTHookManager;
LPDIRECT3DDEVICE9 pDevice;
IGFW* pFrameWork;
Vec3 GetPlayerPos(IEntity* pEntit)
{
Vec3 vOffset = Vec3();
Matrix34 pWorld = pEntit->GetWorldTM();
vOffset = pWorld.GetTranslation();
return vOffset;
}
int GetTeam(IActor* ItActor)
{
IGFW* pFrameWork = IGFW::GetGameFramework();
if (ItActor)
return pFrameWork->GetIGameRules()->GetTeam(ItActor->get_entity()->GetID());//ItActor->getEntityId()
}
bool M1Team(IActor* MePlayer, IActor* LocPlayer)
{
int mTeam = GetTeam(MePlayer);
int pTeam = GetTeam(LocPlayer);
if ((mTeam != pTeam || pTeam == 0))
return true;
else
return false;
}
bool Create;
HRESULT WINAPI PresentScene(IDirect3DDevice9* m_pDevice, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion)
{
//function();
//return oPresent(m_pDevice, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
if (!Create)
{
while (!pD3D9) { pD3D9 = pD3D9; }
D3DXCreateLine(pD3D9, &pLine);
pD3D9->GetViewport(&Viewport);
ScreenWidth = Viewport.Width;
ScreenHeight = Viewport.Height;
ScreenCenterX = (ScreenWidth / 2);
ScreenCenterY = (ScreenHeight / 2);
Create = true;
}
if (GetAsyncKeyState(VK_PRIOR) & 1)
{
IActor* MePlayer = NULL;
IGFW* pFrameWork = IGFW::GetGameFramework();
IEntitySystem* pEntSys = pSSGE->pGetEntitySystem();
// Lets loop the entites
IEntityIt* pEntIt = pEntSys->GetEntityIterator();
if (pFrameWork->GetClientActor(&MePlayer))
{
if (MePlayer && pEntIt)
for (; IEntity * pEnt = pEntIt->Next(); )
{
if (IActor * LocPlayer = pFrameWork->GetIActorSystem()->GetActor(pEnt->GetID()))
{
Vec3 EnemyPos = GetPlayerPos(pEnt);
Vec3 Out;
if (MePlayer != LocPlayer)
if (M1Team(MePlayer, LocPlayer) && (!GetDeadPlayer(LocPlayer)))
{
if ((WorldToScreen(EnemyPos, &Out) && (!GetDeadPlayer(LocPlayer))) && (M1Team(MePlayer, LocPlayer)))
{
Box3D(pEnt, Yellow, pD3D9);
}
}
}
}
}
}
return oPresent(m_pDevice, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
}
BOOL WINAPI DllMain(HMODULE hModule, DWORD64 dwReason, LPVOID)
{
switch (dwReason)
{
case DLL_PROCESS_ATTACH:
Beep(500, 1000);
//VmtHook->bInitialize((PDWORD64*)SSGEnvironment::Singleton()->GetIRenderer()->GetDirectDevice());
oPresent = (PresentSceneFN)VmtHook->dwHookMethod((DWORD64)PresentScene, 17);
break;
case DLL_PROCESS_DETACH:
FreeLibraryAndExitThread(hModule, 0);
break;
}
}
PresentSceneFN oPresent;
VMTHookManager* VmtHook = new VMTHookManager;
LPDIRECT3DDEVICE9 pDevice;
IGFW* pFrameWork;
Vec3 GetPlayerPos(IEntity* pEntit)
{
Vec3 vOffset = Vec3();
Matrix34 pWorld = pEntit->GetWorldTM();
vOffset = pWorld.GetTranslation();
return vOffset;
}
int GetTeam(IActor* ItActor)
{
IGFW* pFrameWork = IGFW::GetGameFramework();
if (ItActor)
return pFrameWork->GetIGameRules()->GetTeam(ItActor->get_entity()->GetID());//ItActor->getEntityId()
}
bool M1Team(IActor* MePlayer, IActor* LocPlayer)
{
int mTeam = GetTeam(MePlayer);
int pTeam = GetTeam(LocPlayer);
if ((mTeam != pTeam || pTeam == 0))
return true;
else
return false;
}
bool Create;
HRESULT WINAPI PresentScene(IDirect3DDevice9* m_pDevice, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion)
{
//function();
//return oPresent(m_pDevice, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
if (!Create)
{
while (!pD3D9) { pD3D9 = pD3D9; }
D3DXCreateLine(pD3D9, &pLine);
pD3D9->GetViewport(&Viewport);
ScreenWidth = Viewport.Width;
ScreenHeight = Viewport.Height;
ScreenCenterX = (ScreenWidth / 2);
ScreenCenterY = (ScreenHeight / 2);
Create = true;
}
if (GetAsyncKeyState(VK_PRIOR) & 1)
{
IActor* MePlayer = NULL;
IGFW* pFrameWork = IGFW::GetGameFramework();
IEntitySystem* pEntSys = pSSGE->pGetEntitySystem();
// Lets loop the entites
IEntityIt* pEntIt = pEntSys->GetEntityIterator();
if (pFrameWork->GetClientActor(&MePlayer))
{
if (MePlayer && pEntIt)
for (; IEntity * pEnt = pEntIt->Next(); )
{
if (IActor * LocPlayer = pFrameWork->GetIActorSystem()->GetActor(pEnt->GetID()))
{
Vec3 EnemyPos = GetPlayerPos(pEnt);
Vec3 Out;
if (MePlayer != LocPlayer)
if (M1Team(MePlayer, LocPlayer) && (!GetDeadPlayer(LocPlayer)))
{
if ((WorldToScreen(EnemyPos, &Out) && (!GetDeadPlayer(LocPlayer))) && (M1Team(MePlayer, LocPlayer)))
{
Box3D(pEnt, Yellow, pD3D9);
}
}
}
}
}
}
return oPresent(m_pDevice, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
}
BOOL WINAPI DllMain(HMODULE hModule, DWORD64 dwReason, LPVOID)
{
switch (dwReason)
{
case DLL_PROCESS_ATTACH:
Beep(500, 1000);
//VmtHook->bInitialize((PDWORD64*)SSGEnvironment::Singleton()->GetIRenderer()->GetDirectDevice());
oPresent = (PresentSceneFN)VmtHook->dwHookMethod((DWORD64)PresentScene, 17);
break;
case DLL_PROCESS_DETACH:
FreeLibraryAndExitThread(hModule, 0);
break;
}
}