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Home › Forum › MultiPlayer Game Hacks & Cheats › Other Semi-Popular First Person Shooter Hacks › All Points Bulletin Reloaded Hacks › Please help with hack

Please help with hack

Posts 1–5 of 5 · Page 1 of 1
WI
wielko2
Please help with hack
Hello i have problem with start my hack i write one and i cant start it can you help me

Code:
//-------------------------------------------------------

//-------------------------------------------------------
FColor MakeColor(int R, int G, int B, int A)
{
	FColor ReturnedColor;
	ReturnedColor.R = R;
	ReturnedColor.G = G;
	ReturnedColor.B = B;
	ReturnedColor.A = A;
	return ReturnedColor;
}
//-------------------------------------------------------
FColor Green = MakeColor(0,255,0,255);
FColor Red = MakeColor(255,0,0,255);
//-------------------------------------------------------
you need to define PI and URotationToRadians
//-------------------------------------------------------
#define PI 3.1415926
#define URotationToRadians  PI / 32768
//-------------------------------------------------------
Heres some stuff from the SDK you need for apb
//-------------------------------------------------------
APlayerController*		pPC				= NULL;
APlayerController*		PlayerController		= NULL;
APlayerController*		MPC				= NULL;
UObject*			pCallObject			= NULL;
AcAPBPlayerController*		pPlayerController		= NULL;
FVector 			MyCameraLocation		= FVector();
FRotator			MyCameraRotation		= FRotator();
//-------------------------------------------------------
you need this to get all of your pointers Credits go to uNrEaL
//-------------------------------------------------------
UObject* GetInstanceOf ( UClass* Class )
{
	static UObject* ObjectInstance;

	ObjectInstance = NULL;

	for ( int i = 0; i < UObject::GObjObjects()->Count; ++i )
	{
		UObject* CheckObject = ( *UObject::GObjObjects() )( i );

		if ( CheckObject && CheckObject->IsA( Class ) )
		{
			if ( !strstr( CheckObject->GetFullName(), "Default" ) )
				ObjectInstance = CheckObject;
		}
	}

	return ObjectInstance;
};
//-------------------------------------------------------
to get the Size of a FVector
//-------------------------------------------------------
float Size (FVector &v)
{
	return sqrt(v.X*v.X + v.Y*v.Y + v.Z*v.Z);
}
//-------------------------------------------------------
Normalize is a vector
//-------------------------------------------------------
void Normalize (FVector &v)
{
	float size = Size(v);

	if ( !size )
	{
		v.x = v.y = v.z = 1;
	}
	else
	{
		v.x /= size;
		v.y /= size;
		v.z /= size;
	}
}
//-------------------------------------------------------
ok use thie to get GetAxes
//-------------------------------------------------------
void inline GetAxes (FRotator R, FVector &X, FVector &Y, FVector &Z)
{
	X = RotToVec(R);
	X.Normalize();
	R.Yaw += 16384;
	FRotator R2 = R;
	R2.Pitch = 0.f;
	Y = RotToVec(R2);
	Y.Normalize();
	Y.Z = 0.f;
	R.Yaw -= 16384;
	R.Pitch += 16384;
	Z = RotToVec(R);
	Z.Normalize();
}
//-------------------------------------------------------
you need this to use WorldToScreen and Draw Boxs
//-------------------------------------------------------
float inline Dot (const FVector& V1,const FVector& V2)
{
	return ( V1.X*V2.X + V1.Y*V2.Y + V1.Z*V2.Z );
}
//-------------------------------------------------------
Quote:
Originally Posted by Tamimego
You can only call Project in HUD.PostRender. It's pretty much the only time the game has the ViewScene in Canvas or whatever set. Some games it is different though, like FFOW had a function called CachedProject where they stored the Projection and View Matrixes from the last frame.
//-------------------------------------------------------
WorldToScreen is wot you uses to Draw on the Screen
//-------------------------------------------------------
FVector WorldToScreen (UCanvas* Canvas, FVector WorldLocation)//Helios
{
    FVector X,Y,Z,D,Out;
	GetAxes(MyCameraRotation,X,Y,Z);

	//D = WorldLocation - MyCameraLocation;
	D.X = WorldLocation.X - MyCameraLocation.X;
	D.Y = WorldLocation.Y - MyCameraLocation.Y;
	D.Z = WorldLocation.Z - MyCameraLocation.Z;

	Out.X = (Canvas->ClipX/2)+( Dot(D,Y))*((Canvas->ClipX/2)/tan(Me->FovAngle*PI/360))/Dot(D,X);
	Out.Y = (Canvas->ClipY/2)+(-Dot(D,Z))*((Canvas->ClipX/2)/tan(Me->FovAngle*PI/360))/Dot(D,X);
	Out.Z = 0;
	return Out;
}
//-------------------------------------------------------
Credits to
Tamimego
R00T88
x22
HOOAH07
//-------------------------------------------------------
ok it is my Draw Box ESP Credits to SystemFiles for help me fix it
you use it to Draw Boxs on the Screen
//-------------------------------------------------------
inline void DrawBoundingBox (UCanvas* Canvas, APawn* Target)
void Boxes(UCanvas* pCanvas, APawn* Target, FColor Color)
{
	//Valid Target Checks Here
	{
		FVector Min,Max,vVec1,vVec2,vVec3,vVec4,vVec5,vVec6,vVec7,vVec8;

		FBox Returned;
		Target->GetComponentsBoundingBox(&Returned);

		if(Returned.IsValid)
		{
			Max = Returned.Max;
			Min = Returned.Min;
			{
				vVec3 = Min;
				vVec3.X = Max.X;
				vVec4 = Min;
				vVec4.Y = Max.Y;
				vVec5 = Min;
				vVec5.Z = Max.Z;
				vVec6 = Max;
				vVec6.X = Min.X;
				vVec7 = Max;
				vVec7.Y = Min.Y;
				vVec8 = Max;
				vVec8.Z = Min.Z;
				vVec1 = WorldToScreen(pCanvas, Min);
				vVec2 = WorldToScreen(pCanvas, Max);
				vVec3 = WorldToScreen(pCanvas, vVec3);
				vVec4 = WorldToScreen(pCanvas, vVec4);
				vVec5 = WorldToScreen(pCanvas, vVec5);
				vVec6 = WorldToScreen(pCanvas, vVec6);
				vVec7 = WorldToScreen(pCanvas, vVec7);
				vVec8 = WorldToScreen(pCanvas, vVec8);

				pCanvas->Draw2DLine(vVec1.X, vVec1.Y, vVec5.X, vVec5.Y, Color);
				pCanvas->Draw2DLine(vVec2.X, vVec2.Y, vVec8.X, vVec8.Y, Color);
				pCanvas->Draw2DLine(vVec3.X, vVec3.Y, vVec7.X, vVec7.Y, Color);
				pCanvas->Draw2DLine(vVec4.X, vVec4.Y, vVec6.X, vVec6.Y, Color);
				pCanvas->Draw2DLine(vVec1.X, vVec1.Y, vVec3.X, vVec3.Y, Color);
				pCanvas->Draw2DLine(vVec1.X, vVec1.Y, vVec4.X, vVec4.Y, Color);
				pCanvas->Draw2DLine(vVec8.X, vVec8.Y, vVec3.X, vVec3.Y, Color);
				pCanvas->Draw2DLine(vVec8.X, vVec8.Y, vVec4.X, vVec4.Y, Color);
				pCanvas->Draw2DLine(vVec2.X, vVec2.Y, vVec6.X, vVec6.Y, Color);
				pCanvas->Draw2DLine(vVec2.X, vVec2.Y, vVec7.X, vVec7.Y, Color);
				pCanvas->Draw2DLine(vVec5.X, vVec5.Y, vVec6.X, vVec6.Y, Color);
				pCanvas->Draw2DLine(vVec5.X, vVec5.Y, vVec7.X, vVec7.Y, Color);
			}
		}
	}
}
//-------------------------------------------------------
PostRender is your main thread
//-------------------------------------------------------
void PostRender(UCanvas* pCanvas)
{
	if(pCanvas)
	{
		pPlayerController = ( AcAPBPlayerController* )GetInstanceOf( AcAPBPlayerController::StaticClass() );
		pPlayerController->GetPlayerViewPoint( &MyCameraLocation, &MyCameraRotation );
		DrawPlayerESP(pCanvas);
	}
}
//-------------------------------------------------------
your hook Function you need it to get the Canvas and pCallObject for the hook Credits go to uNrEaL
//-------------------------------------------------------
void hkProcessEvent ( UFunction* pFunction, void* pParms, void* pResult )
{
	_asm pushad;w

	_asm mov pCallObject, ecx;

	if ( pFunction )
	{
		strcpy( FunctionName, pFunction->GetFullName() );

		if ( !strcmp( FunctionName, "Function Engine.GameViewportClient.PostRender" ))
		{
			PostRender(((UGameViewportClient_eventPostRender_Parms*)pParms)->Canvas );
		}
	    if ( !strcmp( FunctionName, "Function Engine.PlayerController.PlayerTick" ))
		{
			pPC = (APlayerController*)pCallObject;
		}
		else if ( !strcmp( FunctionName, "Function APBGame.cAPBPlayerController.Destroyed" ))
		{
			if(pPC == pCallObject)
			{
				pPC = NULL;
			}
		}
	}

	_asm popad;

	pProcessEvent( pFunction, pParms, pResult );
}
//-------------------------------------------------------
your Detour Function for the hack
//-------------------------------------------------------
void OnAttach ()
{
	pProcessEvent = ( tProcessEvent )DetourFunction( ( PBYTE )ProcessEvent, ( PBYTE )hkProcessEvent );
}
//-------------------------------------------------------
DllMain you need this for the dll
//-------------------------------------------------------
BOOL WINAPI DllMain ( HMODULE hModule, DWORD dwReason, LPVOID lpReserved )
{
	if ( dwReason == DLL_PROCESS_ATTACH )
		OnAttach ();

	return TRUE;
}
//-------------------------------------------------------
#1 · 14y ago
GA
gabossbzh
where i put that?
#2 · 14y ago
GA
gabossbzh
Quote Originally Posted by gabossbzh View Post
where i put that?
sorry for my bad english
#3 · 14y ago
elinhomax
elinhomax
you're just copying and pasting and wants to work?
#4 · 14y ago
Srdjo
Srdjo
Dude.. read...
"you need to define PI and URotationToRadians..."
"Heres some stuff from the SDK you need for apb..."
"you need this to get all of your pointers Credits go to uNrEaL"
etc...
You must know c++..
#5 · 14y ago
Posts 1–5 of 5 · Page 1 of 1

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