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  1. #1
    AngryEgyptian's Avatar
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    Trouble with view matrix?

    I am wondering if I have the right thing? A view matrix consists of 16 floats correct? I've found the pitch/yaw in a game (changing the value changes it ingame.) and when I move my camera around in memory view, only 11 floats change like so:


    This is my first attempt of making a ESP/Aimbot, I've gotten everything I need except world to screen. Is this the view matrix? If not, how should I go about finding it? (as I've found it the way several tutorials on finding it have.)

    Also, it might be worth noting that the player coordinates are the "20.65, 4.35, -53.40" I assume I don't need these for view matrix but correct me if I'm wrong?

    Thanks in advance.

  2. #2
    MikeRohsoft's Avatar
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    Sorry that i'm so late, but if u only need w2s you can do something like this.
    It's for GTA, but you can adapt it propably to every other 3D Games
    Code:
        	bool	get_entity_offset_from_coords(v3& out, Entity lEntity, v3 coords)
        	{
        		bool		ret;
        		CEntity*	pEntity;
        		v3			dir,
        					x,
        					y,
        					z;
         
        		ret			= false;
        		pEntity		= handle_to_ptr<CEntity>(lEntity);
         
        		if(pEntity == nullptr)
        			goto LABEL_RETURN;
         
        		dir		= coords - (v3) pEntity->_3dMatrix._3;
        		x		= v3(pEntity->_3dMatrix._0.x, pEntity->_3dMatrix._1.x, pEntity->_3dMatrix._2.x) * dir.x;
        		y		= v3(pEntity->_3dMatrix._0.y, pEntity->_3dMatrix._1.y, pEntity->_3dMatrix._2.y) * dir.y;
        		z		= v3(pEntity->_3dMatrix._0.z, pEntity->_3dMatrix._1.z, pEntity->_3dMatrix._2.z) * dir.z;
        		out		= x + y + z;
        		ret		= true;
         
        	LABEL_RETURN:
        		return ret;
        	}

  3. #3
    Hell_Demon's Avatar
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    If 20.65, 4.35, -53.40 is your worldpostion then this is probably the Inverse Viewmatrix(or camera matrix), invert it to get the viewmatrix.
    Ah we-a blaze the fyah, make it bun dem!

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