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May 26th, 2019
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  1. UWorldPointer = 0x4375258;
  2. UWorldPointer = mem->read<uintptr_t>(mem->GetBase() + UWorldPointer); //++
  3. //printf("UWorldPointer [%p]\n", UWorldPointer);
  4. auto GAMEINSTANCE = GameInstanceDec(0x1D0); //++
  5. //printf("GAMEINSTANCE [%p]\n", GAMEINSTANCE);
  6. auto LOCALPLAYER = LocalDec(GAMEINSTANCE, 0x228); //++
  7. //printf("LOCALPLAYER [%p]\n", LOCALPLAYER);
  8. auto ViewportClient = ViewPortClientDec(LOCALPLAYER + 0xD0); //++
  9. //printf("ViewportClient [%p]\n", ViewportClient);
  10. UWorldPointer = READ64(ViewportClient + 0x270); //++
  11. //printf("UWorldPointer [%p]\n", UWorldPointer);
  12. GAMEINSTANCE = GameInstanceDec(0x1D0); //++
  13. //printf("GAMEINSTANCE [%p]\n", GAMEINSTANCE);
  14. LOCALPLAYER = LocalDec(GAMEINSTANCE, 0x228); //++
  15. //printf("LOCALPLAYER [%p]\n", LOCALPLAYER);
  16. //LOCALPLAYER = READ64(LOCALPLAYER + 0x0); //++
  17. //printf("LOCALPLAYER0x [%p]\n", LOCALPLAYER);
  18. auto ULEVEL = ULevelDec(0x1A8); //++
  19. //printf("ULEVEL [%p]\n", ULEVEL);
  20. auto ACTORARRAY = ActorDec(ULEVEL, 0x258); //++
  21. //printf("ACTORARRAY [%p]\n", ACTORARRAY);
  22. auto ACTORLIST = READ64(ACTORARRAY); //++
  23. //printf("ACTORLIST [%p]\n", ACTORLIST);
  24. int ACTORCOUNT = READ32(ACTORARRAY + 0x8); //++
  25. //printf("ACTORCOUNT [%d]\n", ACTORCOUNT);
  26. auto PLAYERCONTROLLER = PlayerControllerDec(LocalDec(GameInstanceDec(0x1D0), 0x228), 0x30); //++
  27. //printf("PLAYERCONTROLLER [%p]\n", PLAYERCONTROLLER);
  28. auto PLAYERCAMERAMANAGER = READ64(PLAYERCONTROLLER + 0x460); // ++
  29. //printf("PLAYERCAMERAMANAGER [%p]\n", PLAYERCAMERAMANAGER);
  30. auto CAMERACACHE = mem->RPM<FMinimalViewInfo>(PLAYERCAMERAMANAGER + 0xE40, sizeof(FMinimalViewInfo)); //++
  31. //printf("CAMERACACHE [%p]\n", CAMERACACHE);
  32. Vector3 LocalPosition = mem->read<Vector3>(LOCALPLAYER + 0x180); // GetPosition
  33.  
  34. //std::cout << "X: " << LocalPosition.x << " Y : " << LocalPosition.y << " Z : " << LocalPosition.z << endl;
  35. //std::cout << "POVX: " << CAMERACACHE.Location.x << " POVY : " << CAMERACACHE.Location.y << " POVZ : " << CAMERACACHE.Location.z << endl;
  36. //std::cout << "FOV: " << CAMERACACHE.FOV << endl;
  37.  
  38.  
  39.  
  40. float Mesafe = 0.f;
  41. for (auto i = 0; i < ACTORCOUNT; i++)
  42. {
  43. auto ACTOR = READ64(ACTORLIST + (i * 0x8));
  44.  
  45. auto ID = Lite_De_ObjID(ReadInteger(ACTOR + 0xC)); //++
  46. auto RootComponent = Lite_De_Funt(READ64(ACTOR + 0x1F8)); //++
  47. Vector3 ActorPosition = mem->read<Vector3>(RootComponent + 0x180); //++
  48. Vector3 SonPosizyon = WorldToScreen(ActorPosition, CAMERACACHE); //++
  49. float HEALTH = mem->RPM<float>(ACTOR + 0xBA8, 0x4);
  50. Mesafe = LocalPosition.Distance(ActorPosition) / 100;
  51.  
  52.  
  53. if (PlayerMi(ID) )
  54. {
  55. std::cout << "Name : " << GetNameFromId3(songname, ID) << " X : " << SonPosizyon.x << " Y : " << SonPosizyon.y << " Health : " << HEALTH << " | Mesafe : " << Mesafe << std::endl;
  56. //DrawString((int)SonPosizyon.x, (int)SonPosizyon.y, D3DCOLOR_ARGB(255, 255, 240, 0), pFont, "[%0.2f]", HEALTH);
  57. }
  58.  
  59. }
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