Hey it's me again!
Just wanted to ask if someone could help me with getting a Glow ESP to work.
I almost finished it. However, after successfully compiling, it just doesn't glow.
I suspect the error in this piece of code:
Code:
void Glow()
{
while (true)
{
Sleep(1);
Me.dwBaseEntity = csgo.Read<DWORD>(ClientPanorama.dwBaseModule + offset.dwLocalPlayer);
Me.Team = csgo.Read<int>(Me.dwBaseEntity + offset.m_iTeamNum);
for (int i = 0; i < 64; i++)
{
Sleep(1);
Players[i].dwBaseEntity = csgo.Read<DWORD>(ClientPanorama.dwBaseModule + offset.dwEntityList + i * 0x10);
Players[i].Team = csgo.Read<int>(Players[i].dwBaseEntity + offset.m_iTeamNum);
int GlowIndex = csgo.Read<int>(Players[i].dwBaseEntity + offset.m_iGlowIndex);
DWORD GlowObject = csgo.Read<DWORD>(ClientPanorama.dwBaseModule + offset.dwGlowObjectManager);
if (Me.Team == Players[i].Team)
{
cout << "Same Team!" << endl;
csgo.Write<float>(GlowObject + (GlowIndex * 0x38) + 0x4, MyGlow.R);
csgo.Write<float>(GlowObject + (GlowIndex * 0x38) + 0x8, MyGlow.G);
csgo.Write<float>(GlowObject + (GlowIndex * 0x38) + 0xC, MyGlow.B);
csgo.Write<float>(GlowObject + (GlowIndex * 0x38) + 0x10, MyGlow.Alpha);
csgo.Write<bool>(GlowObject + (GlowIndex * 0x38) + 0x24, MyGlow.RenderWhenOccluded);
csgo.Write<bool>(GlowObject + (GlowIndex * 0x38) + 0x25, MyGlow.RenderWhenUnoccluded);
}
else
{
cout << "NOOOOOT Same Team!" << endl;
csgo.Write<float>(GlowObject + (GlowIndex * 0x38) + 0x4, EnemyGlow.R);
csgo.Write<float>(GlowObject + (GlowIndex * 0x38) + 0x8, EnemyGlow.G);
csgo.Write<float>(GlowObject + (GlowIndex * 0x38) + 0xC, EnemyGlow.B);
csgo.Write<float>(GlowObject + (GlowIndex * 0x38) + 0x10, EnemyGlow.Alpha);
csgo.Write<bool>(GlowObject + (GlowIndex * 0x38) + 0x24, EnemyGlow.RenderWhenOccluded);
csgo.Write<bool>(GlowObject + (GlowIndex * 0x38) + 0x25, EnemyGlow.RenderWhenUnoccluded);
}
}
}
}
with the corresponding struct
Code:
struct structGlow
{
float R;
float G;
float B;
float Alpha;
bool RenderWhenOccluded;
bool RenderWhenUnoccluded;
};
struct structModule
{
DWORD dwBaseModule;
DWORD dwSizeModule;
} ClientPanorama;
struct structEntity
{
DWORD dwBaseEntity;
DWORD GlowIndex;
int Team;
bool isDormant;
} Me, Players[64];
Is there anything you see that might be wrong here? (offsets were freshly dumped)
Note: the "cout" statements are just for debugging purposes. Actually, they get printed, so the whole program must have come up to this point in code.