Help🙁 glow esp

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🙁 glow esp
hello, im coping a tutorial from online and they are doing an external glow, but i want mine ot be internal, so i made

Code:
*(float*)(glowObject + glowIndex * 0x38 + 0x4, 0);
and it says:

"possibly incorrect order of operations: dereference ignored."

and nothing shows up on the characters in-game.




(im using hazedumper offsets)
Quote Originally Posted by recdev View Post
*(float*)(glowObject + glowIndex * 0x38 + 0x4, 0);
Change 0 to 1.f. They will glow red.
Quote Originally Posted by Sandwich View Post

Change 0 to 1.f. They will glow red.
this is my exact line for people on my team, yet if i change the numbers to #.f it gives "possibly incorrect order of operations: dereference ignored."

Code:
*(float*)(glowObject + glowIndex * 0x38 + 0x4), 0.f;
*(float*)(glowObject + glowIndex * 0x38 + 0x8), 0.f;
*(float*)(glowObject + glowIndex * 0x38 + 0xC), 2.f;
*(float*)(glowObject + glowIndex * 0x38 + 0x10), 1.f;
*(bool*)(glowObject + glowIndex * 0x38 + 0x24), true;
*(bool*)(glowObject + glowIndex * 0x38 + 0x25), false;
Quote Originally Posted by recdev View Post
Code:
*(float*)(glowObject + glowIndex * 0x38 + 0x4, 0);
*(float*)(glowObject + glowIndex * 0x38 + 0x8, 0);
*(float*)(glowObject + glowIndex * 0x38 + 0xC, 2);
*(float*)(glowObject + glowIndex * 0x38 + 0x10, 1);
*(bool*)(glowObject + glowIndex * 0x38 + 0x24, true);
*(bool*)(glowObject + glowIndex * 0x38 + 0x25, false);
Code:
*(float*)(glowObject + glowIndex * 0x38 + 0x4, 0); //Red (0-1)
*(float*)(glowObject + glowIndex * 0x38 + 0x8, 0); //Green (0-1)
*(float*)(glowObject + glowIndex * 0x38 + 0xC, 1); //Blue (0-1)
*(float*)(glowObject + glowIndex * 0x38 + 0x10, 1); //Alpha (0-1)
*(bool*)(glowObject + glowIndex * 0x38 + 0x24, true); //Render Occluded 
*(bool*)(glowObject + glowIndex * 0x38 + 0x25, false); //Render Unoccluded
Converting Colors
yes i know what each thing means, but is the glowobject or glowindex wrong or??

Code:
val.gameModule = (uintptr_t)GetModuleHandle(L"client_panorama.dll");

uintptr_t glowObject = *(uintptr_t*)(val.gameModule + dwGlowObjectManager);

uintptr_t entity = *(uintptr_t*)(val.gameModule + dwEntityList + i * 0x10);
int glowIndex = *(int*)(entity + m_iGlowIndex);
Quote Originally Posted by recdev View Post
yes i know what each thing means, but is the glowobject or glowindex wrong or??

Code:
val.gameModule = (uintptr_t)GetModuleHandle(L"client_panorama.dll");

uintptr_t glowObject = *(uintptr_t*)(val.gameModule + dwGlowObjectManager);

uintptr_t entity = *(uintptr_t*)(val.gameModule + dwEntityList + i * 0x10);
int glowIndex = *(int*)(entity + m_iGlowIndex);
Code:
uintptr_t pGlow =  *(uintptr_t*)(val.gameModule + dwGlowObjectManager);
uintptr_t glowObject = *(uintptr_t*)(pGlow + i * 0x38);
Quote Originally Posted by Sandwich View Post


Code:
uintptr_t pGlow =  *(uintptr_t*)(val.gameModule + dwGlowObjectManager);
uintptr_t glowObject = *(uintptr_t*)(pGlow + i * 0x38);

i added these and still nothing happened, ill take a picture of my function:



its a warning but nobody else gets it so idk
Quote Originally Posted by recdev View Post
i added these and still nothing happened, ill take a picture of my function:



its a warning but nobody else gets it so idk
To include an image, add the file extension.
"https://i.imgur.com/7MFE4Qm.png" ->
 
Screenshot


Add a check for lifestate and dormant. You could also try comparing the glow object base address with the entity base address to ensure it's a player.
Quote Originally Posted by Sandwich View Post


To include an image, add the file extension.
"https://i.imgur.com/7MFE4Qm.png" ->
 
Screenshot


Add a check for lifestate and dormant. You could also try comparing the glow object base address with the entity base address to ensure it's a player.
thanks for the help, is lifestate a bool or an int? i suspect it to be a bool but im not sure.
Quote Originally Posted by recdev View Post
thanks for the help, is lifestate a bool or an int? i suspect it to be a bool but im not sure.
Code:
// m_lifeState values (int)
#define LIFE_ALIVE 0      // alive
#define LIFE_DYING 1     // playing death animation or still falling off of a ledge waiting to hit ground
#define LIFE_DEAD 2      // dead. lying still.
#define LIFE_RESPAWNABLE 3
#define LIFE_DISCARDBODY 4
Quote Originally Posted by Sandwich View Post

Code:
// m_lifeState values (int)
#define LIFE_ALIVE 0      // alive
#define LIFE_DYING 1     // playing death animation or still falling off of a ledge waiting to hit ground
#define LIFE_DEAD 2      // dead. lying still.
#define LIFE_RESPAWNABLE 3
#define LIFE_DISCARDBODY 4

thanks but it still isnt working, ill just give up like usual
Quote Originally Posted by recdev View Post
thanks but it still isnt working, ill just give up like usual
Focus on creating an external, it's much easier. Once you master that, you will be able to create an internal cheat like a piece of cake. Don't quit because it's difficult. Learn from your mistakes and improve. Your mind is your only limitation.
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