*(float*)(glowObject + glowIndex * 0x38 + 0x4, 0);

*(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;
*(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
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);