yep i have one or two .... *ok flexes fingers* .. here goes
this applies to the majority of games be it direct x 8 or 9 , ogl most transforms from matrix to screen are calculated by the game engine not d3d but in some cases you can use worldtoscreen or a variation with some multiple calculations to transform matrix drawn to positive x and y as commonly known the z axis will not apply and in some cases the x y z are obfusticated to the result that you will use x and it will apply to z where as y will apply to x , this extrapolated will leave you with a rather simpler way of doing it..using set transform is a no no but using constant X would let you for example be able to aimbot on the majority , this would be the best way to go , setup a logging system to find out which d3d functions the engine is using to draw this will give you invaluable information and make it less trial and error which will inevitably speed things up alot for you ..
a good example is the all famed vietcong , if you were to for example set up a matrix and apply it in d/i/primitive you would find that you would infact have a primitive aimbot , make the mouse x, y = matrix.x ,matrix.y , another example for a different method would be to hook the interface of persay 1942 and use a similar method in setvertexshaderconstantf as was mentioned many years back that aimbots for bf games were impossible but i proved that to be a falicy in about 30 minutes
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also note : this method has benefits over engine based aimbots as it never needs updateing unless they change the interface to d3d ,which almost never applies as it takes the manufacturers of the game a hell of a lot of effort , in other words
engine based bot = every update of the game ( patch ) = the hack will not function and has to be updated.
D3d bot = fast , the hack will allways work no matter what patch and version ( never needs to be updated ), very easy and quick to make and as an added bonus it has esp virtually built in.
hope this helps
good luck