Thread: Glow Function

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  1. #16
    VRXX's Avatar
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    Quote Originally Posted by MemoryThePast View Post
    Code:
    #define m_GlowFunc 0x00000 // CShell_x64.dll = Pattern: 48 ?? ?? ?? ?? 57 ?? ?? ?? ?? 48 8B ?? ?? ?? ?? ?? 0F B6 F2 48 8D ?? ?? ?? ?? ?? || String: PlayerOutLineRender 1
    
    typedef void(__fastcall* GlowFn)(__int64, unsigned int __int8);
    
    // =========================== [ Glow Function ] ========================== //
    GlowFn GFn = (GlowFn)(this->GetCShellx64Instance() + m_GlowFunc);
    if (IsValidPointer(GFn) && GFn != NULL && GFn != nullptr) // well?
    {
    	if (GetAsyncKeyState(VK_F10) & 1) GlowKey = (!GlowKey);
    	if (GlowKey && IsObjectReadyForHook()) // IsObjectReadyForHook = Object_x64.dll its useful tho for simple ingame checking, i add this thing to prevent a bug in storage where you get a BIG CHARACTER like crazy XD.
    	{
    		GFn(1, 1);
    	}
    	else
    	{
    		GFn(0, 0);
    	}
    }
    Credits: @dreek1 @vaisefud3
    idk if there is something i forgot to give credits please comment here ^_^.

    btw i post this for someone who needs and i'm trying to help

    you can share GetCShellx64Instance & IsValidPointer?


    edit:

    is correct?

    DWORD GetInstance()
    {
    if (GetModuleHandleA("CShell_x64.dll") != NULL)
    return (DWORD64)GetModuleHandleA("CShell_x64.dll");
    }
    Last edited by VRXX; 02-25-2021 at 06:00 PM.

  2. The Following User Says Thank You to VRXX For This Useful Post:

    hoangskyht (05-23-2021)

  3. #17
    MemoryThePast's Avatar
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    Quote Originally Posted by VRXX View Post
    you can share GetCShellx64Instance & IsValidPointer?


    edit:

    is correct?

    DWORD GetInstance()
    {
    if (GetModuleHandleA("CShell_x64.dll") != NULL)
    return (DWORD64)GetModuleHandleA("CShell_x64.dll");
    }
    IsValidPointer = IsBadReadPtr

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    VRXX (02-26-2021)

  5. #18
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    AAAH OK, btw do you have aob for GLOWTHICKNESS

  6. #19
    hoangskyht's Avatar
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    Quote Originally Posted by MemoryThePast View Post
    Code:
    #define m_GlowFunc 0x00000 // CShell_x64.dll = Pattern: 48 ?? ?? ?? ?? 57 ?? ?? ?? ?? 48 8B ?? ?? ?? ?? ?? 0F B6 F2 48 8D ?? ?? ?? ?? ?? || String: PlayerOutLineRender 1
    
    typedef void(__fastcall* GlowFn)(__int64, unsigned int __int8);
    
    // =========================== [ Glow Function ] ========================== //
    GlowFn GFn = (GlowFn)(this->GetCShellx64Instance() + m_GlowFunc);
    if (IsValidPointer(GFn) && GFn != NULL && GFn != nullptr) // well?
    {
    	if (GetAsyncKeyState(VK_F10) & 1) GlowKey = (!GlowKey);
    	if (GlowKey && IsObjectReadyForHook()) // IsObjectReadyForHook = Object_x64.dll its useful tho for simple ingame checking, i add this thing to prevent a bug in storage where you get a BIG CHARACTER like crazy XD.
    	{
    		GFn(1, 1);
    	}
    	else
    	{
    		GFn(0, 0);
    	}
    }
    Credits: @dreek1 @vaisefud3
    idk if there is something i forgot to give credits please comment here ^_^.

    btw i post this for someone who needs and i'm trying to help


    vâng tôi đã thá»* nó ở CFPH vÃ* nó hoạt Ä‘á»™ng tốt, cảm Æ¡n bạn

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