HelpGlowESP not working

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GlowESP not working
Can someone help me with my GlowESP? I wanted to add a GlowESP to my Triggerbot. I'm having some trouble with it.. I know that it would color every player. I just want to get it to work like this and filter the teams later

Code:
                mdyMemory mdy;
		DWORD LocalPlayer = 0xCBD6A4;
		DWORD EntityList = 0x4CCDC3C;
		DWORD GlowIndex = 0xA3F8;
		DWORD GlowObjectManager = 0x520DA80;
		DWORD Health = 0x100;
		DWORD TeamNum = 0xF4;
		DWORD bDormant = 0xED;
		DWORD EntityLoopDistance = 0x10;

		float Red = 128.0f;
		float Green = 0.0f;
		float Blue = 128.0f;
		float Alpha = 1.0f;
		bool bIDK= true;
		bool bIDKE= false;

		DWORD procID = mdy.__dwGetProcessId("csgo.exe");
		DWORD ClientDLL = mdy.__getModuleBaseAddress("client_panorama.dll", procID);
		HANDLE procAcc = OpenProcess(PROCESS_ALL_ACCESS, false, procID);

		while (true)
		{
			DWORD glow_LocalBase = ReadProcessMemory(procAcc, (PBYTE*)(ClientDLL + LocalPlayer), &glow_LocalBase, sizeof(DWORD), 0);
			DWORD glow_Pointer = ReadProcessMemory(procAcc, (PBYTE*)(ClientDLL + GlowObjectManager), &glow_Pointer, sizeof(DWORD), 0);
			int myTeam = ReadProcessMemory(procAcc, (PBYTE*)(glow_LocalBase + TeamNum), &myTeam, sizeof(int), 0);

			for (int i = 0; i < 64; i++)
			{
				int glow_CurrentPlayer = ReadProcessMemory(procAcc, (PBYTE*)(ClientDLL + EntityList + i * EntityLoopDistance), &glow_CurrentPlayer, sizeof(int), 0);
				bool glow_CurrentPlayerDormant = ReadProcessMemory(procAcc, (PBYTE*)(glow_CurrentPlayer + bDormant), &glow_CurrentPlayerDormant, sizeof(bool), 0);
				int glow_CurrentPlayerIndex = ReadProcessMemory(procAcc, (PBYTE*)(glow_CurrentPlayer + GlowIndex), &glow_CurrentPlayerIndex, sizeof(int), 0);
				int EntitybaseTeamID = ReadProcessMemory(procAcc, (PBYTE*)(glow_CurrentPlayer + TeamNum), &EntitybaseTeamID, sizeof(int), 0);

				if (glow_CurrentPlayerDormant == 1 || EntitybaseTeamID == 0) //  || EntitybaseTeamID == 1
					continue;

				else
				{
					WriteProcessMemory(procAcc, (PBYTE*)(glow_Pointer + ((glow_CurrentPlayerIndex * 0x34) * 0x4)), &Red, sizeof(float), 0);
					WriteProcessMemory(procAcc, (PBYTE*)(glow_Pointer + ((glow_CurrentPlayerIndex * 0x34) * 0x8)), &Green, sizeof(float), 0);
					WriteProcessMemory(procAcc, (PBYTE*)(glow_Pointer + ((glow_CurrentPlayerIndex * 0x34) * 0xC)), &Blue, sizeof(float), 0);
					WriteProcessMemory(procAcc, (PBYTE*)(glow_Pointer + ((glow_CurrentPlayerIndex * 0x34) * 0x10)), &Alpha, sizeof(float), 0);
					WriteProcessMemory(procAcc, (PBYTE*)(glow_Pointer + ((glow_CurrentPlayerIndex * 0x34) * 0x24)), &bIDK, sizeof(bool), 0);
					WriteProcessMemory(procAcc, (PBYTE*)(glow_Pointer + ((glow_CurrentPlayerIndex * 0x34) * 0x25)), &bIDKE, sizeof(bool), 0);
					
				}
				Sleep(1);
			}
			Sleep(2);
		}
Glow loop distance is 0x38. You should also remove the sleep in the for loop, and make a glow structure so you only need to write to memory once, but that's just a suggestion.
Quote Originally Posted by Sandwich View Post
Glow loop distance is 0x38. You should also remove the sleep in the for loop, and make a glow structure so you only need to write to memory once, but that's just a suggestion.
Hmmm, it's still not working
Quote Originally Posted by MeenDaaY View Post
Hmmm, it's still not working
What does your code look like now? Did you change every 0x34 to 0x38?

Code:
//Basic glow
for (int i = 0; i < glowCount; i++) {
				glow_s glowObject = mem.ReadMemory<glow_s>(glowPointer + (Entity[i].GlowIndex * 0x38));
				if (glowObject.dwBase == Entity[i].dwCurrentEntity) {
					if (!Entity[i].bDormant && Entity[i].iHealth > 0) {
						if (GlowAllies) {
							if (Entity[i].iTeam == Player.iTeam)
								GlowEntity(glowObject, Entity[i].GlowIndex, 0.0f, 1.0f, 0.0f);
						}
						if (Entity[i].iTeam != Player.iTeam)
							GlowEntity(glowObject, Entity[i].GlowIndex, 0.0f, 0.0f, 1.0f);
					}
				}
			}
Quote Originally Posted by Sandwich View Post
What does your code look like now? Did you change every 0x34 to 0x38?

Code:
//Basic glow
for (int i = 0; i < glowCount; i++) {
				glow_s glowObject = mem.ReadMemory<glow_s>(glowPointer + (Entity[i].GlowIndex * 0x38));
				if (glowObject.dwBase == Entity[i].dwCurrentEntity) {
					if (!Entity[i].bDormant && Entity[i].iHealth > 0) {
						if (GlowAllies) {
							if (Entity[i].iTeam == Player.iTeam)
								GlowEntity(glowObject, Entity[i].GlowIndex, 0.0f, 1.0f, 0.0f);
						}
						if (Entity[i].iTeam != Player.iTeam)
							GlowEntity(glowObject, Entity[i].GlowIndex, 0.0f, 0.0f, 1.0f);
					}
				}
			}
Code:
while (true)
		{
			DWORD glow_LocalBase = ReadProcessMemory(procAcc, (PBYTE*)(ClientDLL + LocalPlayer), &glow_LocalBase, sizeof(DWORD), 0);
			DWORD glow_Pointer = ReadProcessMemory(procAcc, (PBYTE*)(ClientDLL + GlowObjectManager), &glow_Pointer, sizeof(DWORD), 0);
			int myTeam = ReadProcessMemory(procAcc, (PBYTE*)(glow_LocalBase + TeamNum), &myTeam, sizeof(int), 0);

			for (int i = 0; i < 64; i++)
			{
				int glow_CurrentPlayer = ReadProcessMemory(procAcc, (PBYTE*)(ClientDLL + EntityList + i * EntityLoopDistance), &glow_CurrentPlayer, sizeof(int), 0);
				bool glow_CurrentPlayerDormant = ReadProcessMemory(procAcc, (PBYTE*)(glow_CurrentPlayer + bDormant), &glow_CurrentPlayerDormant, sizeof(bool), 0);
				int glow_CurrentPlayerIndex = ReadProcessMemory(procAcc, (PBYTE*)(glow_CurrentPlayer + GlowIndex), &glow_CurrentPlayerIndex, sizeof(int), 0);
				int EntitybaseTeamID = ReadProcessMemory(procAcc, (PBYTE*)(glow_CurrentPlayer + TeamNum), &EntitybaseTeamID, sizeof(int), 0);

				if (glow_CurrentPlayerDormant == 1 || EntitybaseTeamID == 0) //  || EntitybaseTeamID == 1
					continue;

				else
				{
					WriteProcessMemory(procAcc, (PBYTE*)(glow_Pointer + ((glow_CurrentPlayerIndex * 0x38) * 0x4)), &Red, sizeof(float), 0);
					WriteProcessMemory(procAcc, (PBYTE*)(glow_Pointer + ((glow_CurrentPlayerIndex * 0x38) * 0x8)), &Green, sizeof(float), 0);
					WriteProcessMemory(procAcc, (PBYTE*)(glow_Pointer + ((glow_CurrentPlayerIndex * 0x38) * 0xC)), &Blue, sizeof(float), 0);
					WriteProcessMemory(procAcc, (PBYTE*)(glow_Pointer + ((glow_CurrentPlayerIndex * 0x38) * 0x10)), &Alpha, sizeof(float), 0);
					WriteProcessMemory(procAcc, (PBYTE*)(glow_Pointer + ((glow_CurrentPlayerIndex * 0x38) * 0x24)), &bIDK, sizeof(bool), 0);
					WriteProcessMemory(procAcc, (PBYTE*)(glow_Pointer + ((glow_CurrentPlayerIndex * 0x38) * 0x25)), &bIDKE, sizeof(bool), 0);
				}
			}
			Sleep(1);
		}
Quote Originally Posted by MeenDaaY View Post
int glow_CurrentPlayer = ReadProcessMemory(procAcc, (PBYTE*)(ClientDLL + EntityList + i * EntityLoopDistance), &glow_CurrentPlayer, sizeof(int), 0);
Replace "EntityLoopDistance" with 0x38. You should also use glowCount instead of 64.
Code:
glowCount = mem.ReadMemory<int>(mod.Client.dwBase + offsets.dwGlowObjectManager + 0x4);
Quote Originally Posted by Sandwich View Post
Replace "EntityLoopDistance" with 0x38. You should also use glowCount instead of 64.
Code:
glowCount = mem.ReadMemory<int>(mod.Client.dwBase + offsets.dwGlowObjectManager + 0x4);
When I read the address of GlowCount it gets me the Value 1. Replacing 0x10 with 0x38 also didnt do anything.. Still not working. Offsets are correct..
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