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Battlefield 3
Trace Bones && Visibility check
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<blockquote data-quote="Hissing" data-source="post: 53286" data-attributes="member: 101324"><p>Classes will need to be updated!</p><p>[CODE] BOOL Aimbot::IsVisible(Vec3* target) // Fragger</p><p> {</p><p> if( !pMySoldier->physics()||</p><p> !pMySoldier->physics()->m_manager)</p><p> return false;</p><p> </p><p> IPhysicsRayCaster* pIRC = pMySoldier->physics()->m_manager->rayCaster();</p><p> if(!VALIDPOINTER( pIRC))</p><p> return false;</p><p> RayCastHit pRCH;</p><p> __declspec(align(16)) Vec3 Me = vAres.vMe;</p><p> __declspec(align(16)) Vec3 enemy= *target;</p><p> return !pIRC->physicsRayQuery("x", &Me , &enemy , &pRCH, NO_CHECK, NULL); </p><p> }[/CODE]</p><p></p><p>[CODE] BOOL Aimbot::TraceBones(ClientSoldierEntity *pSoldier, Vec3* vecout,int bone) // Fragger</p><p> {</p><p> if(!pSoldier)</p><p> return FALSE;</p><p> ClientRagdollComponent *pCRC = pSoldier->getComponent<fb::ClientRagdollComponent>( "ClientRagdollComponent" );</p><p> if(!VALIDPOINTER(pCRC)) return FALSE;</p><p> ant::UpdatePoseResultData pUPRD = pCRC->m_updatePoseResultData;</p><p> if(!VALIDPOINTER(pUPRD.m_activeWorldTransforms)) return FALSE;</p><p> memcpy_s(vecout,sizeof(Vec3),&(pUPRD.m_activeWorldTransforms[bone].transAndScale),sizeof(Vec3));</p><p> return TRUE;</p><p> }[/CODE]</p><p></p><p>[CODE] #pragma region "Bones"</p><p> enum DudeBones</p><p> {</p><p> //Torso</p><p> m_HIPS =0x4,</p><p> m_PELVIS = 0x5,</p><p> m_LOWERCHEST =0x6,</p><p> m_UPPERCHEST = 0x7,</p><p> //Head</p><p> m_NECK = 0x2b,</p><p> m_HEAD = 0x2d,</p><p> m_TOPHEAD = 0x2e,</p><p> m_FACE = 0x2f,</p><p> //Left Side</p><p> m_LEFTHIPS = 0xbd,</p><p> m_LEFTSHOULDER = 0x8,</p><p> m_LEFTARM = 0x9,</p><p> m_LEFTHAND = 0xe,</p><p> m_LEFTELBOW = 0x28,</p><p> m_LEFTEYE = 0x3f,</p><p> m_LEFTUPPERLEG = 0xb5,</p><p> m_LEFTLEG = 0xb7,</p><p> m_LEFTFOOT = 0xb8,</p><p> m_LEFTKNEE = 0xbc,</p><p> m_LEFTHIPROLL =0xbd,</p><p> m_LEFTTOE = 0xba,</p><p> m_LEFTUPPERARM = 0x29,</p><p> //Right Side</p><p> m_RIGHTHIPS = 0xcc,</p><p> m_RIGHTEYE = 0x41,</p><p> m_RIGHTSHOULDER =0x78,</p><p> m_RIGHTARM = 0x79,</p><p> m_RIGHTHAND = 0x7e,</p><p> m_RIGHTELBOW = 0x98,</p><p> m_RIGHTUPPERLEG = 0xc4,</p><p> m_RIGHTLEG = 0xc6,</p><p> m_RIGHTFOOT = 0xc7,</p><p> m_RIGHTKNEE = 0xcb,</p><p> m_RIGHTHIPROLL=0xcc,</p><p> m_RIGHTTOE = 0xc9,</p><p> m_RIGHTUPPERARM = 0x99,</p><p> //WEAPON</p><p> m_WEAPONBASE =0x9b,</p><p> m_WEAPONSLIDE = 0x9e,</p><p> m_WEAPONMAG = 0xa1</p><p> };</p><p> #pragma endregion[/CODE]</p></blockquote><p></p>
[QUOTE="Hissing, post: 53286, member: 101324"] Classes will need to be updated! [CODE] BOOL Aimbot::IsVisible(Vec3* target) // Fragger { if( !pMySoldier->physics()|| !pMySoldier->physics()->m_manager) return false; IPhysicsRayCaster* pIRC = pMySoldier->physics()->m_manager->rayCaster(); if(!VALIDPOINTER( pIRC)) return false; RayCastHit pRCH; __declspec(align(16)) Vec3 Me = vAres.vMe; __declspec(align(16)) Vec3 enemy= *target; return !pIRC->physicsRayQuery("x", &Me , &enemy , &pRCH, NO_CHECK, NULL); }[/CODE] [CODE] BOOL Aimbot::TraceBones(ClientSoldierEntity *pSoldier, Vec3* vecout,int bone) // Fragger { if(!pSoldier) return FALSE; ClientRagdollComponent *pCRC = pSoldier->getComponent<fb::ClientRagdollComponent>( "ClientRagdollComponent" ); if(!VALIDPOINTER(pCRC)) return FALSE; ant::UpdatePoseResultData pUPRD = pCRC->m_updatePoseResultData; if(!VALIDPOINTER(pUPRD.m_activeWorldTransforms)) return FALSE; memcpy_s(vecout,sizeof(Vec3),&(pUPRD.m_activeWorldTransforms[bone].transAndScale),sizeof(Vec3)); return TRUE; }[/CODE] [CODE] #pragma region "Bones" enum DudeBones { //Torso m_HIPS =0x4, m_PELVIS = 0x5, m_LOWERCHEST =0x6, m_UPPERCHEST = 0x7, //Head m_NECK = 0x2b, m_HEAD = 0x2d, m_TOPHEAD = 0x2e, m_FACE = 0x2f, //Left Side m_LEFTHIPS = 0xbd, m_LEFTSHOULDER = 0x8, m_LEFTARM = 0x9, m_LEFTHAND = 0xe, m_LEFTELBOW = 0x28, m_LEFTEYE = 0x3f, m_LEFTUPPERLEG = 0xb5, m_LEFTLEG = 0xb7, m_LEFTFOOT = 0xb8, m_LEFTKNEE = 0xbc, m_LEFTHIPROLL =0xbd, m_LEFTTOE = 0xba, m_LEFTUPPERARM = 0x29, //Right Side m_RIGHTHIPS = 0xcc, m_RIGHTEYE = 0x41, m_RIGHTSHOULDER =0x78, m_RIGHTARM = 0x79, m_RIGHTHAND = 0x7e, m_RIGHTELBOW = 0x98, m_RIGHTUPPERLEG = 0xc4, m_RIGHTLEG = 0xc6, m_RIGHTFOOT = 0xc7, m_RIGHTKNEE = 0xcb, m_RIGHTHIPROLL=0xcc, m_RIGHTTOE = 0xc9, m_RIGHTUPPERARM = 0x99, //WEAPON m_WEAPONBASE =0x9b, m_WEAPONSLIDE = 0x9e, m_WEAPONMAG = 0xa1 }; #pragma endregion[/CODE] [/QUOTE]
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Trace Bones && Visibility check
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