const DWORD CWeaponGlock = 206;
/*glow*/
/* */
/* */
void glowespnotfire()
{
while (true)
{
DWORD LocalBase = Mem.Read<DWORD>(ClientDll + LocalPlayer);
int localTeam = Mem.Read<int>(LocalBase + Team);
int localTeamKnife = Mem.Read<int>(m_weaponMode);
int CWeaponGlock = Mem.Read<int>(CWeaponGlock);
if (notfireglowesp == true)
{
DWORD glow_GlowPointer = Mem.Read<DWORD>(ClientDll + glowObjectBase);
for (int i = 0; i < 64; i++)
{
int glow_currentPlayer = Mem.Read<int>(ClientDll + EntityList + ((i - 1) * 16));
int glow_currentPlayerTeam = Mem.Read<int>(glow_currentPlayer + Team);
bool glow_currentPlayerDormant = Mem.Read<bool>(glow_currentPlayer + isDormant);
int glow_currentPlayerHealth = Mem.Read<int>(glow_currentPlayer + m_iHealth);
int glow_currentPlayerGlowIndex = Mem.Read<int>(glow_currentPlayer + glowIndex);
if (glow_currentPlayerDormant == 1)
{
continue;
}
else
{
if (CWeaponGlock == 1)
{
Mem.Write<float>((glow_GlowPointer + ((glow_currentPlayerGlowIndex * 0x34) + 0x4)), 1.f);
Mem.Write<float>((glow_GlowPointer + ((glow_currentPlayerGlowIndex * 0x34) + 0x8)), 0.f);
Mem.Write<float>((glow_GlowPointer + ((glow_currentPlayerGlowIndex * 0x34) + 0xC)), 0.f);
Mem.Write<float>((glow_GlowPointer + ((glow_currentPlayerGlowIndex * 0x34) + 0x10)), 1.f);
Mem.Write<BOOL>((glow_GlowPointer + ((glow_currentPlayerGlowIndex * 0x34) + 0x24)), true);
Mem.Write<BOOL>((glow_GlowPointer + ((glow_currentPlayerGlowIndex * 0x34) + 0x25)), false);
}
int CWeaponGlock = Mem.Read<int>(CWeaponGlock);
Mem.Read<int>(CWeaponGlock);
weapon1 = Read->Process<DWORD>(Add + 0x12C0); weapon2 = weapon1 & 0xFFF; weapon3 = Read->Process<DWORD>(Client + EntityList + ((weapon2 - 1) * 0x10)); weapon4 = Read->Process<int>(weapon3 + 0x00001690);