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- UWorldPointer = 0x4375258;
- UWorldPointer = mem->read<uintptr_t>(mem->GetBase() + UWorldPointer); //++
- //printf("UWorldPointer [%p]\n", UWorldPointer);
- auto GAMEINSTANCE = GameInstanceDec(0x1D0); //++
- //printf("GAMEINSTANCE [%p]\n", GAMEINSTANCE);
- auto LOCALPLAYER = LocalDec(GAMEINSTANCE, 0x228); //++
- //printf("LOCALPLAYER [%p]\n", LOCALPLAYER);
- auto ViewportClient = ViewPortClientDec(LOCALPLAYER + 0xD0); //++
- //printf("ViewportClient [%p]\n", ViewportClient);
- UWorldPointer = READ64(ViewportClient + 0x270); //++
- //printf("UWorldPointer [%p]\n", UWorldPointer);
- GAMEINSTANCE = GameInstanceDec(0x1D0); //++
- //printf("GAMEINSTANCE [%p]\n", GAMEINSTANCE);
- LOCALPLAYER = LocalDec(GAMEINSTANCE, 0x228); //++
- //printf("LOCALPLAYER [%p]\n", LOCALPLAYER);
- //LOCALPLAYER = READ64(LOCALPLAYER + 0x0); //++
- //printf("LOCALPLAYER0x [%p]\n", LOCALPLAYER);
- auto ULEVEL = ULevelDec(0x1A8); //++
- //printf("ULEVEL [%p]\n", ULEVEL);
- auto ACTORARRAY = ActorDec(ULEVEL, 0x258); //++
- //printf("ACTORARRAY [%p]\n", ACTORARRAY);
- auto ACTORLIST = READ64(ACTORARRAY); //++
- //printf("ACTORLIST [%p]\n", ACTORLIST);
- int ACTORCOUNT = READ32(ACTORARRAY + 0x8); //++
- //printf("ACTORCOUNT [%d]\n", ACTORCOUNT);
- auto PLAYERCONTROLLER = PlayerControllerDec(LocalDec(GameInstanceDec(0x1D0), 0x228), 0x30); //++
- //printf("PLAYERCONTROLLER [%p]\n", PLAYERCONTROLLER);
- auto PLAYERCAMERAMANAGER = READ64(PLAYERCONTROLLER + 0x460); // ++
- //printf("PLAYERCAMERAMANAGER [%p]\n", PLAYERCAMERAMANAGER);
- auto CAMERACACHE = mem->RPM<FMinimalViewInfo>(PLAYERCAMERAMANAGER + 0xE40, sizeof(FMinimalViewInfo)); //++
- //printf("CAMERACACHE [%p]\n", CAMERACACHE);
- Vector3 LocalPosition = mem->read<Vector3>(LOCALPLAYER + 0x180); // GetPosition
- //std::cout << "X: " << LocalPosition.x << " Y : " << LocalPosition.y << " Z : " << LocalPosition.z << endl;
- //std::cout << "POVX: " << CAMERACACHE.Location.x << " POVY : " << CAMERACACHE.Location.y << " POVZ : " << CAMERACACHE.Location.z << endl;
- //std::cout << "FOV: " << CAMERACACHE.FOV << endl;
- float Mesafe = 0.f;
- for (auto i = 0; i < ACTORCOUNT; i++)
- {
- auto ACTOR = READ64(ACTORLIST + (i * 0x8));
- auto ID = Lite_De_ObjID(ReadInteger(ACTOR + 0xC)); //++
- auto RootComponent = Lite_De_Funt(READ64(ACTOR + 0x1F8)); //++
- Vector3 ActorPosition = mem->read<Vector3>(RootComponent + 0x180); //++
- Vector3 SonPosizyon = WorldToScreen(ActorPosition, CAMERACACHE); //++
- float HEALTH = mem->RPM<float>(ACTOR + 0xBA8, 0x4);
- Mesafe = LocalPosition.Distance(ActorPosition) / 100;
- if (PlayerMi(ID) )
- {
- std::cout << "Name : " << GetNameFromId3(songname, ID) << " X : " << SonPosizyon.x << " Y : " << SonPosizyon.y << " Health : " << HEALTH << " | Mesafe : " << Mesafe << std::endl;
- //DrawString((int)SonPosizyon.x, (int)SonPosizyon.y, D3DCOLOR_ARGB(255, 255, 240, 0), pFont, "[%0.2f]", HEALTH);
- }
- }
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