Glow offsets
Most elegant method would be iterating your C_CSPlayer list and glowing the players using m_iGlowIndex. Keep in mind this only works for C_CSPlayers, Weapons and other entities (which can glow too) do not have that property and have to be accessed by iterating over the GlowObjectManager's vector and comparing the entity pointer.
Oh and the planted bomb is really weird, you can get it to glow for a very short amount of time until it un-glows itself again. Little fucker.
If you are willing to force yourself into windowed mode to play you could very well just go internal and do other cool stuff you can't really do external anyways (+ the drawing is just way nicer using PaintTraverse than d3d9 or even d2d1).
Oh and the planted bomb is really weird, you can get it to glow for a very short amount of time until it un-glows itself again. Little fucker.
If you are willing to force yourself into windowed mode to play you could very well just go internal and do other cool stuff you can't really do external anyways (+ the drawing is just way nicer using PaintTraverse than d3d9 or even d2d1).
m_dwGlowObject: 0x04B4C7C4
... and you should look in the reallive memory with reclass or something nub -.-
the rest of those offsets are just netvars, so go ahead and figure yourself
... and you should look in the reallive memory with reclass or something nub -.-
the rest of those offsets are just netvars, so go ahead and figure yourself
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