Reshare Glow ESP

Posts 1–15 of 15 · Page 1 of 1
Reshare Glow ESP
THIS IS RESHARE OF GLOW ESP

Code:
class ObjectFX
{
public:  
     // 0 Class Name :: can be Object Name ? dunno hahaa  ex. str.find("??") return ObjectName
     // C Weapon Object // Credits :: dreek1
     // A4 Player & AI Object
};

if (m_ClassID == Weapon)
      SetGlowColor(Weapon->Object, 1, Yellow);
else if (m_ClassID == Player)
{
     if (Team)
          SetGlowColor(Player->Object, 1, Blue);
     else
          SetGlowColor(Player->Object, 1, Red);
}
CREDIT(S) : @vaisefud3 , @dreek1
Quote Originally Posted by Confirm- View Post
THIS IS RESHARE OF GLOW ESP

Code:
class ObjectFX
{
public:  
     // 0 Class Name :: can be Object Name ? dunno hahaa  ex. str.find("??") return ObjectName
     // C Weapon Object // Credits :: dreek1
     // A4 Player & AI Object
};

if (m_ClassID == Weapon)
      SetGlowColor(Weapon->Object, 1, Yellow);
else if (m_ClassID == Player)
{
     if (Team)
          SetGlowColor(Player->Object, 1, Blue);
     else
          SetGlowColor(Player->Object, 1, Red);
}
CREDIT(S) : @jayjay153 , @dreek1
fyi. mention @Vaisedfud3 instead not me
Quote Originally Posted by Confirm- View Post
THIS IS RESHARE OF GLOW ESP

Code:
class ObjectFX
{
public:  
     // 0 Class Name :: can be Object Name ? dunno hahaa  ex. str.find("??") return ObjectName
     // C Weapon Object // Credits :: dreek1
     // A4 Player & AI Object
};

if (m_ClassID == Weapon)
      SetGlowColor(Weapon->Object, 1, Yellow);
else if (m_ClassID == Player)
{
     if (Team)
          SetGlowColor(Player->Object, 1, Blue);
     else
          SetGlowColor(Player->Object, 1, Red);
}
CREDIT(S) : @jayjay153 , @dreek1
Remember to enable it like dreek posted, but good job!
Quote Originally Posted by vaisefud3 View Post
Remember to enable it like dreek posted, but good job!
Thanks for ur rep+
Just tested today again to people who say it doesn't work.

you can also use this to change the Color and thickness

Class:
Code:
struct CPlayer
{
	char pad_0000[0];
	cLTCharacterFX* CharacterFX;
}

struct CZombie
{
	char pad_0000[0];
	cLTCharacterFX* CharacterFX;
}

struct CWeapon
{
	char pad_0000[0];
	cLTCharacterFX* CharacterFX;
}
Function:
Code:
typedef int ( __thiscall *lGlowOp1 ) ( int a1, int a2 );
lGlowOp1 getGlowOp1;

void pFullPlayerGlow ( CPlayer *dwTarget, int pActive, int pNone )
{
	DWORD pCShellBase = ( DWORD ) GetModuleHandleA ( "CShell.dll" );
	DWORD pILTClient = *( DWORD* ) ( pCShellBase + ADDR_ILTCLIENT );

	// ???
	lGlowOp1 glowOpt = ( lGlowOp1 ) ( pCShellBase + 0x5019B0 );

	void *ESI;

	int EAX, EBX;
	signed int EDI;

	float R, G, B;
	
	char Unknow;

	ESI = dwTarget;

	if ( *( ( DWORD* ) dwTarget + 0xA4 ) )
	{
		// Ajudar Cores;
		R = 0.0f;
		G = 0.0f;
		B = 0.0f;

		if ( ( BYTE ) pActive )
		{
			EAX = ( *( int ( __stdcall ** ) ( char* ) ) ( *( DWORD* ) dwTarget + 0x19C ) ) ( &Unknow );

			// Cores;
			R = *( float *)EAX; 
			G = *( float *) ( EAX + 0x4 ); 
			B = *( float *) ( EAX + 0x8 );
		}

		( *( void (__stdcall **) ( DWORD, int, DWORD, DWORD, DWORD ) ) ( *( DWORD * ) pILTClient + 0x108 ) )
			( *( ( DWORD * ) ESI + 0xA4 ), pActive, ( unsigned __int8 ) ( signed int ) ( 255.0f * R ), ( unsigned __int8 ) ( signed int ) ( G * 255.0f ),
				( unsigned __int8 ) ( signed int ) ( B * 255.0f ) );

		if ( *( ( DWORD *) ESI + 0xEF14 ) )
		{
			glowOpt ( ( int ) ( ( char *) ESI + 0xBB10 ), *( ( DWORD * ) ESI + 0xA4 ) );
			glowOpt ( ( int ) ( ( char *) ESI + 0xD508 ), *( ( DWORD * ) ESI + 0xA4 ) );

			EDI = 0;
			EBX = ( int ) ( ( char * ) ESI + 0x580 );

			do
			{
				if ( EDI >= *( ( DWORD * ) ESI + 0x57C ) )
					break;

				glowOpt ( EBX, *( ( DWORD * ) ESI + 0xA4 ) );

				++ EDI;
				EBX += 0x19F0;
			}

			while ( EDI < 7 );
				glowOpt ( ( int ) ( ( char * ) ESI + 0x12A0C ), *( ( DWORD * ) ESI + 0xA4 ) );
		}
	}
}
Call:
Code:
pFullPlayerGlow ( pPlayer->CharacterFX, true, 0 );
Quote Originally Posted by CaiozinhoFC1 View Post
you can also use this to change the Color and thickness

Class:
Code:
struct CPlayer
{
	char pad_0000[0];
	cLTCharacterFX* CharacterFX;
}

struct CZombie
{
	char pad_0000[0];
	cLTCharacterFX* CharacterFX;
}

struct CWeapon
{
	char pad_0000[0];
	cLTCharacterFX* CharacterFX;
}
Function:
Code:
typedef int ( __thiscall *lGlowOp1 ) ( int a1, int a2 );
lGlowOp1 getGlowOp1;

void pFullPlayerGlow ( CPlayer *dwTarget, int pActive, int pNone )
{
	DWORD pCShellBase = ( DWORD ) GetModuleHandleA ( "CShell.dll" );
	DWORD pILTClient = *( DWORD* ) ( pCShellBase + ADDR_ILTCLIENT );

	// ???
	lGlowOp1 glowOpt = ( lGlowOp1 ) ( pCShellBase + 0x5019B0 );

	void *ESI;

	int EAX, EBX;
	signed int EDI;

	float R, G, B;
	
	char Unknow;

	ESI = dwTarget;

	if ( *( ( DWORD* ) dwTarget + 0xA4 ) )
	{
		// Ajudar Cores;
		R = 0.0f;
		G = 0.0f;
		B = 0.0f;

		if ( ( BYTE ) pActive )
		{
			EAX = ( *( int ( __stdcall ** ) ( char* ) ) ( *( DWORD* ) dwTarget + 0x19C ) ) ( &Unknow );

			// Cores;
			R = *( float *)EAX; 
			G = *( float *) ( EAX + 0x4 ); 
			B = *( float *) ( EAX + 0x8 );
		}

		( *( void (__stdcall **) ( DWORD, int, DWORD, DWORD, DWORD ) ) ( *( DWORD * ) pILTClient + 0x108 ) )
			( *( ( DWORD * ) ESI + 0xA4 ), pActive, ( unsigned __int8 ) ( signed int ) ( 255.0f * R ), ( unsigned __int8 ) ( signed int ) ( G * 255.0f ),
				( unsigned __int8 ) ( signed int ) ( B * 255.0f ) );

		if ( *( ( DWORD *) ESI + 0xEF14 ) )
		{
			glowOpt ( ( int ) ( ( char *) ESI + 0xBB10 ), *( ( DWORD * ) ESI + 0xA4 ) );
			glowOpt ( ( int ) ( ( char *) ESI + 0xD508 ), *( ( DWORD * ) ESI + 0xA4 ) );

			EDI = 0;
			EBX = ( int ) ( ( char * ) ESI + 0x580 );

			do
			{
				if ( EDI >= *( ( DWORD * ) ESI + 0x57C ) )
					break;

				glowOpt ( EBX, *( ( DWORD * ) ESI + 0xA4 ) );

				++ EDI;
				EBX += 0x19F0;
			}

			while ( EDI < 7 );
				glowOpt ( ( int ) ( ( char * ) ESI + 0x12A0C ), *( ( DWORD * ) ESI + 0xA4 ) );
		}
	}
}
Call:
Code:
pFullPlayerGlow ( pPlayer->CharacterFX, true, 0 );
The Best As Always
Quote Originally Posted by (Virus) View Post


The Best As Always

Wrong...
The best way it's

Code:
class ILTClient
{
public:
	char pad_0000[264]; //0x0000
	virtual void SetObjectOutLine(HOBJECT Object, bool Status, BYTE R, BYTE G, BYTE B); //0x0108
}; //Size: 0x010C

void GLOWESP_FUNCTION() {
	ILTClient *pLTClient = (ILTClient*)ADDR_LTCLIENT;
	if (pLTClient != NULL) {
		if (bGlow) {
			pLTClient->SetObjectOutLine(g_ESP.pPlayer->CharacterFX->pLTObject, true, 255, 0, 0);
		}
	}
}


OR YOU CAN DO THIS TOO

Code:
#define ADDR_SetObjectOutLine 0x00688460
typedef void(WINAPI* SetObjectOutLine)(HOBJECT/*LTObject or CObject whatever*/ Object, bool Status, BYTE R, BYTE G, BYTE B);
void GLOWESP_FUNCTION() {
	SetObjectOutLine oSetObjectOutLine = (SetObjectOutLine)ADDR_SetObjectOutLine;

	if (oSetObjectOutLine != NULL) {
		if (bGlow) {
			oSetObjectOutLine(g_ESP.pPlayer->CharacterFX->pLTObject, true, 255, 0, 0);
		}
	}
}
Quote Originally Posted by dreek1 View Post

Wrong...
The best way it's

Code:
class ILTClient
{
public:
	char pad_0000[264]; //0x0000
	virtual void SetObjectOutLine(HOBJECT Object, bool Status, BYTE R, BYTE G, BYTE B); //0x0108
}; //Size: 0x010C

void GLOWESP_FUNCTION() {
	ILTClient *pLTClient = (ILTClient*)ADDR_LTCLIENT;
	if (pLTClient != NULL) {
		if (bGlow) {
			pLTClient->SetObjectOutLine(g_ESP.pPlayer->CharacterFX->pLTObject, true, 255, 0, 0);
		}
	}
}


OR YOU CAN DO THIS TOO

Code:
#define ADDR_SetObjectOutLine 0x00688460
typedef void(WINAPI* SetObjectOutLine)(HOBJECT/*LTObject or CObject whatever*/ Object, bool Status, BYTE R, BYTE G, BYTE B);
void GLOWESP_FUNCTION() {
	SetObjectOutLine oSetObjectOutLine = (SetObjectOutLine)ADDR_SetObjectOutLine;

	if (oSetObjectOutLine != NULL) {
		if (bGlow) {
			oSetObjectOutLine(g_ESP.pPlayer->CharacterFX->pLTObject, true, 255, 0, 0);
		}
	}
}
ur the best too !!
Quote Originally Posted by dreek1 View Post

Wrong...
The best way it's

Code:
class ILTClient
{
public:
	char pad_0000[264]; //0x0000
	virtual void SetObjectOutLine(HOBJECT Object, bool Status, BYTE R, BYTE G, BYTE B); //0x0108
}; //Size: 0x010C

void GLOWESP_FUNCTION() {
	ILTClient *pLTClient = (ILTClient*)ADDR_LTCLIENT;
	if (pLTClient != NULL) {
		if (bGlow) {
			pLTClient->SetObjectOutLine(g_ESP.pPlayer->CharacterFX->pLTObject, true, 255, 0, 0);
		}
	}
}


OR YOU CAN DO THIS TOO

Code:
#define ADDR_SetObjectOutLine 0x00688460
typedef void(WINAPI* SetObjectOutLine)(HOBJECT/*LTObject or CObject whatever*/ Object, bool Status, BYTE R, BYTE G, BYTE B);
void GLOWESP_FUNCTION() {
	SetObjectOutLine oSetObjectOutLine = (SetObjectOutLine)ADDR_SetObjectOutLine;

	if (oSetObjectOutLine != NULL) {
		if (bGlow) {
			oSetObjectOutLine(g_ESP.pPlayer->CharacterFX->pLTObject, true, 255, 0, 0);
		}
	}
}
Oh cmon man, just fking post the entire source then. End crossfire once in for all.
Quote Originally Posted by vaisefud3 View Post
Oh cmon man, just fking post the entire source then. End crossfire once in for all.
Just wait.
Quote Originally Posted by dreek1 View Post
Just wait.
@dreek1 what value for the center ?

Quote Originally Posted by jayjay153 View Post
@dreek1 what value for the center ?

I don't use center text of engine
Nice share
and thanks for those who are shared this SC
Code:
using GlowFn = void(__stdcall*)(bool);
using SetObjectOutLineFn = void(__stdcall*)(cObject*, bool, BYTE, BYTE, BYTE);

class GlowColor
{
public:
	BYTE r, g, b;
};

struct CGlowObjectManager
{
public:
	void SetGlowState(bool bStatus)
	{
		GlowFn Glow = (GlowFn)offsets.m_GlowFn;
		if (U::ValidPointer(Glow) && Glow != nullptr && Glow != NULL)
			Glow(bStatus);
	}
	void Run(cObject* obj, GlowColor col)
	{
		SetObjectOutLineFn ObjOutLine = (SetObjectOutLineFn)offsets.m_SetObjectOutlineFn;
		if (U::ValidPointer(ObjOutLine) && ObjOutLine != NULL && ObjOutLine != nullptr)
			ObjOutLine(obj, 1, col.r, col.g, col.b);
	}
};

extern CGlowObjectManager *GlowManager;
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