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    mirose001's Avatar
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    Post PUBG - 3D ESP source code [source]

    Hi MPGH!!

    A simple box helps to estimate the enemy's distance.
    In this topic,
    you will learn the drawing method 3D box around each athlete.
    You can add boxes for easy / crouching players in different sizes.
    If you always want to have a box size,
    you can calculate the size of the box by the bone: PUBG - in the ESP (skeleton) WallHack [source of the following code],
    but in reality it is not so necessary

    Code:
    public void Draw3DBox(FMinimalViewInfo POV, AActor actor)
        {
            float l, w, h, o;
            l = 60f; w = 60f; h = 160f; o = 50f; //box size for standing player
         
            float zOffset = -100f;
         
            if (actor.Type == ActorTypes.Vehicle) //vehicles have a bigger box
            {
                zOffset = 50;
                l = 200f; w = 160f; h = 80f; o = 0f;
            }         
         
            //build box
            Vector3 p00 = new Vector3(o, -w / 2,0f);
            Vector3 p01 = new Vector3(o, w / 2, 0f);
            Vector3 p02 = new Vector3(o - l, w / 2, 0f);
            Vector3 p03 = new Vector3(o - l, -w / 2, 0f);
         
            //rotate rectangle to match actor rotation
            float theta1 = 2.0f * (float)Math.PI * (actor****tation.Y) / 180.0f;
            Matrix rotM = Matrix****tationZ((float)(theta1 / 2)); // rotate around Z-axis
         
            Vector3 curPos = new Vector3(actor.Location.X, actor.Location.Y, actor.Location.Z + zOffset);
            p00 = Vector3.TransformCoordinate(p00, rotM) + curPos;
            p01 = Vector3.TransformCoordinate(p01, rotM) + curPos;
            p02 = Vector3.TransformCoordinate(p02, rotM) + curPos;
            p03 = Vector3.TransformCoordinate(p03, rotM) + curPos;
         
            RawVector2 s00 = W2S(p00, POV);
            RawVector2 s01 = W2S(p01, POV);
            RawVector2 s02 = W2S(p02, POV);
            RawVector2 s03 = W2S(p03, POV);
            RawVector2[] square0 = { s00, s01, s02, s03, s00 };
         
            DrawLines(square0);
            
            // top rectangle
            p00.Z += h; s00 = W2S(p00, POV);
            p01.Z += h; s01 = W2S(p01, POV);
            p02.Z += h; s02 = W2S(p02, POV);
            p03.Z += h; s03 = W2S(p03, POV);
         
            RawVector2[] square1 = { s00, s01, s02, s03, s00 };
            DrawLines(square1);
         
            // upper/lower rectangles get connected
            DrawLine(new RawVector2(square0[0].X, square0[0].Y), new RawVector2(square1[0].X, square1[0].Y));
            DrawLine(new RawVector2(square0[1].X, square0[1].Y), new RawVector2(square1[1].X, square1[1].Y));
            DrawLine(new RawVector2(square0[2].X, square0[2].Y), new RawVector2(square1[2].X, square1[2].Y));
            DrawLine(new RawVector2(square0[3].X, square0[3].Y), new RawVector2(square1[3].X, square1[3].Y));
        }

    Code:
    public void DrawLines(RawVector2[] point0)
                {
                    if (point0.Length < 2)
                        return;
         
                    for (int x = 0; x < point0.Length - 1; x++)
                        DrawLine(point0[x], point0[x + 1],);
                }
    Last edited by mirose001; 09-07-2017 at 06:40 AM.

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