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Home › Forum › MultiPlayer Game Hacks & Cheats › Steam Games Hacks & Cheats › PLAYERUNKNOWN'S BATTLEGROUNDS (PUBG) Hacks & Cheats › PUBG - 3D ESP source code [source]

PostPUBG - 3D ESP source code [source]

Posts 1–15 of 143 · Page 1 of 10
…
mirose001
mirose001
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],);
            }
#1 · edited 8y ago · 8y ago
M.
M.A1380
you could give the source code in a file:\
#2 · 8y ago
BE
ben12397
how to apply the code ?
#3 · 8y ago
basemas030
basemas030
isnt this the source from UC ?
#4 · 8y ago
MU
musty1994
Quote Originally Posted by mirose001 View Post
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],);
            }
Hi friend, can you help me with this code?
#5 · 8y ago
juice76849
juice76849
Can you at least credit the guy from uc ?
#6 · 8y ago
Blitzard
Blitzard
Please, put the credit for the real creator and screen proof with functional code.


"People who dont know how to use the codes, google it, stop to be lazy and receive eas things
#7 · 8y ago
M.
M.A1380
Quote Originally Posted by Blitzard View Post
Please, put the credit for the real creator and screen proof with functional code.


"People who dont know how to use the codes, google it, stop to be lazy and receive eas things
well we just retarded and don't know what shoud we search :|
#8 · 8y ago
Zombie
Zombie
Quote Originally Posted by M.A1380 View Post
well we just retarded and don't know what shoud we search :|
Then you literally shouldn't be on this forum lmao.
#9 · 8y ago
Blitzard
Blitzard
Quote Originally Posted by M.A1380 View Post
well we just retarded and don't know what shoud we search :|
#10 · 8y ago
VQ
Vqnishhh
How do you use im stupid yes just please help what do i use???
#11 · 8y ago
SN
Snowpuff
no one tell him
#12 · 8y ago
VQ
Vqnishhh
why im new but id love to get into it just tell me what to use to do it ill figure everything else out
#13 · 8y ago
LO
Lolzyouz721
This code is a snippet and teaches you how to draw boxes around players, you need to complete the code to get your wall hack and even they you still need to bypass battle eye
#14 · 8y ago
TimeBandit56
TimeBandit56
Good find hopefully we can apply some anti-cheat to it and actally use it one day
#15 · 8y ago
Posts 1–15 of 143 · Page 1 of 10
…

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