Thread: Glow with C++

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  1. #1
    Cypr9en's Avatar
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    Question Glow with C++

    Hi,
    I'm making a Glow hack for CSGO, but I'm facing an issue. My code doesn't seem to affect the game ONLY for the glow, it works fine with the BunnyHop.
    Can you help me?

    Here are extract of my code :


    The code from glow.h
    Code:
    #pragma once
    #include <iostream>
    #include "Offsets.h"
    
    class Glow {
    public:
    	static bool on;
    	static void glow(CSGO* csgo) {
    		while (true)
    		{
    			//uintptr_t myTeam = Memory::Read<uintptr_t>(csgo->processID, csgo->client + netvars::m_iTeamNum);
    			uintptr_t glowObj = Memory::Read<uintptr_t>(csgo->client + signatures::dwGlowObjectManager);
    			if (on) {
    				for (int i = 0; i < 32; i++) {
    					DWORD entity = Memory::Read<DWORD>(csgo->client + signatures::dwEntityList + (i * 0x10));
    					DWORD glowIndex = Memory::Read<DWORD>(entity + netvars::m_iGlowIndex);
    					Memory::Write<float>(glowObj + (glowIndex * 0x38) + 0x8, 1); //r     }
    					Memory::Write<float>(glowObj + (glowIndex * 0x38) + 0xC, 0); // g    } RGBA
    					Memory::Write<float>(glowObj + (glowIndex * 0x38) + 0x10, 0); //b    } 
    					Memory::Write<int>(glowObj + (glowIndex * 0x38) + 0x14, 1); // a     }
    					Memory::Write<bool>(glowObj + (glowIndex * 0x38) + 0x28, true); //
    					Memory::Write<bool>(glowObj + (glowIndex * 0x38) + 0x29, false); //
    				}
    			}
    			Sleep(100);
    		}
    	}
    };
    
    bool Glow::on = true;

    A part of the code from Memory.h
    Code:
    	template<class T>
    	static T Read(DWORD addr) {
    		T value = NULL;
    		ReadProcessMemory(process, (LPCVOID)addr, &value, sizeof(value), NULL);
    		return value;
    	}
    
    
    
    	template<class T>
    	static void Write(DWORD addr, T value) {
    		WriteProcessMemory(process, (LPVOID)addr, &value, sizeof(value), NULL);
    	}

  2. #2
    Cypr9en's Avatar
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    done

    nvm it works fine, i was sending INT to write FLOAT so that wasn't working.

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