GoldSrc ViewMatrix & ESP Implementation

Job ID: 40312224

Budget: €30 – €250 EUR

I have an external C++ overlay for Counter-Strike 1.3 running smoothly with GDI double-buffering and basic ReadProcessMemory hooks. The missing piece—and my main concern—is pinpointing the ViewMatrix offset inside hl.exe so that every further calculation remains rock-solid. I’m starting from scratch on that offset, and I’d like you to rely on a balanced mix of static disassembly and in-game dynamic tracing to lock it down.

Once the matrix address is confirmed, I also need a clean WorldToScreen routine that translates 3-D vectors into 2-D overlay pixels without the jitter that usually plagues GoldSrc. The current entity iteration reads LocalPlayer and a partial list of entities; please turn that into a dependable loop across all 32 slots, exposing health, team, and origin every frame.

You’ll be working in C++ (MinGW/GCC). Inline assembly is fine if unavoidable, but keep the code portable and well-commented so I can extend it later.

Deliverables
• Source code files implementing:
 – Robust ViewMatrix resolution (static + dynamic techniques documented)
 – Accurate WorldToScreen function tied to my existing overlay
 – Optimised entity loop covering 32 players with health, team, origin
• Short technical brief explaining your reverse-engineering steps and any signatures or patterns used.

I’m interested in clean, minimal code that compiles out of the box with g++. If you’ve wrestled with GoldSrc before—or have general game-hacking and reverse-engineering experience—let’s get this finished.