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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
Originally Posted by
Confirm-
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 @
Vaise dfud3 instead not me
Originally Posted by
Confirm-
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!
Originally Posted by
vaisefud3
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 );
Originally Posted by
CaiozinhoFC1
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
Originally Posted by
(Virus)
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);
}
}
}
Originally Posted by
dreek1
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 !!
Originally Posted by
dreek1
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.
Originally Posted by
vaisefud3
Oh cmon man, just fking post the entire source then. End crossfire once in for all.
Just wait.
Originally Posted by
dreek1
Just wait.
@
dreek1 what value for the center ?
Originally Posted by
jayjay153
@
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;
Posts 1–15 of 15 · Page 1 of 1