QuestionHelpGlowESP Internal (No SDK pls) not working

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GlowESP Internal (No SDK pls) not working
I kinda shit this all out of my brain in a single moment to try and throw something together so please don't judge the code because I am really too tired for that crap. I only wanted to see if I could get something temporary working before I got a real optimsied solution to the problem.

I am not using the SDK. I am not there yet. It's like an early relationship... we just don't want to go to that stage yet.

Here is my code (Copy and paste all you want, it doesn't work):

glow function
Code:
for (int EntityLoop = 0; EntityLoop < 20; EntityLoop++)
{
	Entity = Pointer.GetEntity(Client, EntityLoop);
	if ((*reinterpret_cast<int*>(*Entity + 0xF0)) != (*reinterpret_cast<int*>(*Pointer.GetLocalPlayer(Client) + 0xF0)))
	{
		GlowIndex = (*reinterpret_cast<int*>(*Entity + 0xA310));
		(*reinterpret_cast<float*>(*Pointer.GetGlowPointer(Client) + ((GlowIndex * 0x38) + 0x4))) = 1.0f;
		(*reinterpret_cast<float*>(*Pointer.GetGlowPointer(Client) + ((GlowIndex * 0x38) + 0x8))) = 0.0f;
		(*reinterpret_cast<float*>(*Pointer.GetGlowPointer(Client) + ((GlowIndex * 0x38) + 0xC))) = 0.0f;
		(*reinterpret_cast<float*>(*Pointer.GetGlowPointer(Client) + ((GlowIndex * 0x38) + 0x10))) = 1.0f;
		(*reinterpret_cast<bool*>(*Pointer.GetGlowPointer(Client) + ((GlowIndex * 0x38) + 0x24))) = true;
	}
}
Getting glow pointer
Code:
DWORD* GetGlowPointer(DWORD Client)
{
    return(reinterpret_cast<DWORD*>(Client + m_dwGlowObject));
}
offsets
Code:
DWORD m_dwGlowObject  = 0x4F6EB94;
DWORD m_dwEntityList  = 0x4A58EE4;
This method is sort of been what I have been going by on this cheat. With the same sort of logic I managed to put together a bunnyhop and a noflash hack so be proud of me pls. I thought I'd mention this because I don't totally not know what I am doing just because this is probably completely wrong
This looks like it is already external not internal
Quote Originally Posted by ImWhacky View Post
This looks like it is already external not internal
I'm really hoping that's a joke rn

You got a cheat featured on the news and you think this is external.... was it even your hack?
Quote Originally Posted by SilentWarp View Post
I'm really hoping that's a joke rn

You got a cheat featured on the news and you think this is external.... was it even your hack?
i was just saying it looks like how you would do it externally
Your internal
Code:
GlowIndex = (*reinterpret_cast<int*>(*Entity + 0xA310));
(*reinterpret_cast<float*>(*Pointer.GetGlowPointer(Client) + ((GlowIndex * 0x38) + 0x4))) = 1.0f;
(*reinterpret_cast<float*>(*Pointer.GetGlowPointer(Client) + ((GlowIndex * 0x38) + 0x8))) = 0.0f;
(*reinterpret_cast<float*>(*Pointer.GetGlowPointer(Client) + ((GlowIndex * 0x38) + 0xC))) = 0.0f;
(*reinterpret_cast<float*>(*Pointer.GetGlowPointer(Client) + ((GlowIndex * 0x38) + 0x10))) = 1.0f;
(*reinterpret_cast<bool*>(*Pointer.GetGlowPointer(Client) + ((GlowIndex * 0x38) + 0x24))) = true;
My external
Code:
DWORD GlowPointer = Mem.Read<DWORD>(ClientDLL + GlowObject);
Mem.Write<float>((GlowPointer + ((GlowIndex * 0x38) + 0x4)), Color.r);
Mem.Write<float>((GlowPointer + ((GlowIndex * 0x38) + 0x8)), Color.g);
Mem.Write<float>((GlowPointer + ((GlowIndex * 0x38) + 0xC)), Color.b);
Mem.Write<float>((GlowPointer + ((GlowIndex * 0x38) + 0x10)), Color.a);
Mem.Write<bool>((GlowPointer + ((GlowIndex * 0x38) + 0x25)), Color.rwuo);
Mem.Write<bool>((GlowPointer + ((GlowIndex * 0x38) + 0x24)), Color.rwo);
Never felt the need to do internal glow because i only use box esp (i like it more) so i never saw what it looked like... dont gotta say shit wasnt mine lmao chill out
Why even do internal with no SDK?
Quote Originally Posted by NotCarlsson View Post
Why even do internal with no SDK?

Why not, You can hook, direct access to memory and also easier to write.
This is my code:
Code:
	void SetGlow(int Index, GlowColor Color)
	{
		if (!GlowPointer)
			ReadGlowPointer();
		if (!GlowPointer)
			return;
		*(float*)((DWORD)GlowPointer + ((Index * 0x38) + 0x4)) = Color.R;
		*(float*)((DWORD)GlowPointer + ((Index * 0x38) + 0x8)) = Color.B;
		*(float*)((DWORD)GlowPointer + ((Index * 0x38) + 0xC)) = Color.G;
		*(float*)((DWORD)GlowPointer + ((Index * 0x38) + 0x10)) = Color.A;
		*(bool*)((DWORD)GlowPointer + ((Index * 0x38) + 0x24)) = true;
	}
Call it like this
Code:
			GlowESP::SetGlow(Entity->GlowIndex, GlowESP::GCBlue);
I've hooked it in CreateMove without an sdk and works fine
Quote Originally Posted by NotCarlsson View Post
Why even do internal with no SDK?
Direct access to memory.
Easy to implement SDK functions in the future.

- - - Updated - - -

Quote Originally Posted by ImWhacky View Post
i was just saying it looks like how you would do it externally
Your internal
Code:
GlowIndex = (*reinterpret_cast<int*>(*Entity + 0xA310));
(*reinterpret_cast<float*>(*Pointer.GetGlowPointer(Client) + ((GlowIndex * 0x38) + 0x4))) = 1.0f;
(*reinterpret_cast<float*>(*Pointer.GetGlowPointer(Client) + ((GlowIndex * 0x38) + 0x8))) = 0.0f;
(*reinterpret_cast<float*>(*Pointer.GetGlowPointer(Client) + ((GlowIndex * 0x38) + 0xC))) = 0.0f;
(*reinterpret_cast<float*>(*Pointer.GetGlowPointer(Client) + ((GlowIndex * 0x38) + 0x10))) = 1.0f;
(*reinterpret_cast<bool*>(*Pointer.GetGlowPointer(Client) + ((GlowIndex * 0x38) + 0x24))) = true;
My external
Code:
DWORD GlowPointer = Mem.Read<DWORD>(ClientDLL + GlowObject);
Mem.Write<float>((GlowPointer + ((GlowIndex * 0x38) + 0x4)), Color.r);
Mem.Write<float>((GlowPointer + ((GlowIndex * 0x38) + 0x8)), Color.g);
Mem.Write<float>((GlowPointer + ((GlowIndex * 0x38) + 0xC)), Color.b);
Mem.Write<float>((GlowPointer + ((GlowIndex * 0x38) + 0x10)), Color.a);
Mem.Write<bool>((GlowPointer + ((GlowIndex * 0x38) + 0x25)), Color.rwuo);
Mem.Write<bool>((GlowPointer + ((GlowIndex * 0x38) + 0x24)), Color.rwo);
Never felt the need to do internal glow because i only use box esp (i like it more) so i never saw what it looked like... dont gotta say shit wasnt mine lmao chill out
I would just assume that if you actually knew how to code in C++, you would know what pointers and reinterpret cast do
Quote Originally Posted by SilentWarp View Post
Direct access to memory.
Easy to implement SDK functions in the future.

- - - Updated - - -



I would just assume that if you actually knew how to code in C++, you would know what pointers and reinterpret cast do

Im pretty sure he was talking about the structure. He means you're coding a glow internally while doing it in an external structure. Check Zat's glow, that's the internal way.
Quote Originally Posted by SilentWarp View Post
Direct access to memory.
Easy to implement SDK functions in the future.

- - - Updated - - -





I would just assume that if you actually knew how to code in C++, you would know what pointers and reinterpret cast do
I know what they do, all I was saying is it looks like an external glow esp... Idk why your casting shade lmao don't flatter yourself

- - - Updated - - -

Quote Originally Posted by gauthier08 View Post
Im pretty sure he was talking about the structure. He means you're coding a glow internally while doing it in an external structure. Check Zat's glow, that's the internal way.
Exactly, thank you
There is no "external structure" or "internal structure" to the way you code something. Because Zat makes something doesn't mean the method of doing this is defined as what he does. There are many ways.

Your words: "This looks like it is already external not internal"

It is clearly not external if I am using pointers. If I am going to use pointers I would be inside the process itself.
Been over a week since last update/bump, assuming solved.

/Closed.
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