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							Resident Elite
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 Code:
 
 // read memory like a boss 
template<typename T> 
const T ReadMemory(HMODULE hModule, DWORD dwAddr) { 
    T t; 
    ReadProcessMemory(m_hProcess, (LPCVOID)((DWORD)hModule + dwAddr), &t, sizeof(T), NULL); 
    return t; 
} 
// update this once per frame, before the first call of w2s 
RECT m_Rect; 
GetWindowRect(FindWindow(NULL, "Counter-Strike Source"), &m_Rect); 
VMatrix m_vMatrix = ReadMemory<VMatrix>(m_hEngine, 0x50A244); 
// originally on s0beit basehook, just edited a bit 
bool cD3D::WorldToScreen(Vector from, Vector2D &to) { 
    float w = 0.0f; 
    to.x = m_vMatrix[0][0] * from[0] + m_vMatrix[0][1] * from[1] + m_vMatrix[0][2] * from[2] + m_vMatrix[0][3]; 
    to.y = m_vMatrix[1][0] * from[0] + m_vMatrix[1][1] * from[1] + m_vMatrix[1][2] * from[2] + m_vMatrix[1][3]; 
    w    = m_vMatrix[3][0] * from[0] + m_vMatrix[3][1] * from[1] + m_vMatrix[3][2] * from[2] + m_vMatrix[3][3]; 
    if(w < 0.01f) 
        return false; 
    float invw = 1.0f / w; 
    to.x *= invw; 
    to.y *= invw; 
    int width = (int)(m_Rect.right - m_Rect.left); 
    int height = (int)(m_Rect.bottom - m_Rect.top); 
    float x = width / 2; 
    float y = height / 2; 
    x += 0.5 * to.x * width + 0.5; 
    y -= 0.5 * to.y * height + 0.5; 
    to.x = x + m_Rect.left; 
    to.y = y + m_Rect.top; 
    return true; 
} |  
  credits s0beit (original w2s function found in his basehook) me, for the little amount of work
  
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