Code:
ReadProcessMemory(hProcess, (LPCVOID)(wowclassic[0]+CameraBase),&CameraBaseV,sizeof(CameraBaseV), NULL);
ReadProcessMemory(hProcess, (LPCVOID)(CameraBaseV+CameraOffset),&CameraOffsetV,sizeof(CameraOffsetV), NULL);
ReadProcessMemory(hProcess, (LPCVOID)(CameraOffsetV),&CAMERA[0],0x44, NULL);
memcpy(&cameraX,&CAMERA[0x10],4);
memcpy(&cameraY,&CAMERA[0x14],4);
memcpy(&cameraZ,&CAMERA[0x18],4);
memcpy(&cameraXX,&CAMERA[0x1C],4);
memcpy(&cameraYY,&CAMERA[0x20],4);
memcpy(&cameraZZ,&CAMERA[0x24],4);
memcpy(&FOV,&CAMERA[0x40],4);
D3DXMATRIX matView;
D3DXMatrixLookAtLH( &matView,
&D3DXVECTOR3 (cameraX, cameraY, cameraZ),
&D3DXVECTOR3 (cameraXX+cameraX, cameraYY+cameraY, cameraZZ+cameraZ),
&D3DXVECTOR3 (0.0f, 0.0f, 1.0f)
);
d3ddev->SetTransform(D3DTS_VIEW, &matView);
D3DXMATRIX matProjection;
D3DXMatrixPerspectiveFovLH(&matProjection,
D3DXToRadian(60),
FOV*-1,
1.0f,
1000.0f);
d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection);
5000 Entity same time no lag no spike.