GlowObject fix

Posts 1–15 of 32 · Page 1 of 3
GlowObject fix
Everyone seems to be having a bit of a tantrum over these new offsets.
Here is the full list, most of them seem to be working except glowobject

 
Offsets
DT_WeaponCSBase -> m_fAccuracyPenalty: ________ 0x00003280
DT_BaseAnimating -> m_nForceBone: _____________ 0x00002660
DT_BaseCombatWeapon -> m_iState: ______________ 0x000031C4
DT_BaseCombatWeapon -> m_iClip1: ______________ 0x000031D0
DT_BaseCombatWeapon -> m_flNextPrimaryAttack: _ 0x000031A8
DT_BaseCombatWeapon -> m_bCanReload: __________ 0x00003205
DT_BaseCombatWeapon -> m_iPrimaryAmmoType: ____ 0x000031C8
DT_BaseCombatWeapon -> m_iWeaponID: ___________ 0x000032A0
DT_BaseEntity -> m_bSpotted: __________________ 0x00000935
DT_BaseEntity -> m_bSpottedByMask: ____________ 0x00000978
DT_BaseEntity -> m_hOwnerEntity: ______________ 0x00000148
DT_BaseEntity -> m_vecOrigin: _________________ 0x00000134
DT_BaseEntity -> m_iTeamNum: __________________ 0x000000F0
DT_CSPlayer -> m_flFlashMaxAlpha: _____________ 0x0000A2A4
DT_CSPlayer -> m_flFlashDuration: _____________ 0x0000A2A8
DT_CSPlayer -> m_iGlowIndex: __________________ 0x0000A2C0
DT_CSPlayer -> m_angEyeAngles: ________________ 0x0000A8A8
DT_CSPlayer -> m_iAccount: ____________________ 0x0000A898
DT_CSPlayer -> m_ArmorValue: __________________ 0x0000A8A4
DT_CSPlayer -> m_bGunGameImmunity: ____________ 0x00003850
DT_CSPlayer -> m_iShotsFired: _________________ 0x0000A260
DT_BasePlayer -> m_lifeState: _________________ 0x0000025B
DT_BasePlayer -> m_fFlags: ____________________ 0x00000100
DT_BasePlayer -> m_iHealth: ___________________ 0x000000FC
DT_BasePlayer -> m_hLastWeapon: _______________ 0x000032C8
DT_BasePlayer -> m_hMyWeapons: ________________ 0x00002DC8
DT_BasePlayer -> m_hActiveWeapon: _____________ 0x00002EC8
DT_BasePlayer -> m_Local: _____________________ 0x00002F88
DT_BasePlayer -> m_vecViewOffset[0]: __________ 0x00000104
DT_BasePlayer -> m_nTickBase: _________________ 0x000033EC
DT_BasePlayer -> m_vecVelocity[0]: ____________ 0x00000110
DT_BasePlayer -> m_szLastPlaceName: ___________ 0x00003570
DT_Local -> m_vecPunch: _______________________ 0x00002FF8
DT_Local -> m_iCrossHairID: ___________________ 0x0000A904
BaseEntity -> m_dwModel: ______________________ 0x0000006C
BaseEntity -> m_dwIndex: ______________________ 0x00000064
BaseEntity -> m_dwBoneMatrix: _________________ 0x0000267C
BaseEntity -> m_bMoveType: ____________________ 0x00000258
BaseEntity -> m_bDormant: _____________________ 0x000000E9
ClientState -> m_dwClientState: _______________ 0x005D3234
ClientState -> m_dwLocalPlayerIndex: __________ 0x00000160
ClientState -> m_dwInGame: ____________________ 0x000000E8
ClientState -> m_dwMaxPlayer: _________________ 0x000002F0
ClientState -> m_dwMapDirectory: ______________ 0x00000000
ClientState -> m_dwMapname: ___________________ 0x0000026C
ClientState -> m_dwPlayerInfo: ________________ 0x00005210
ClientState -> m_dwViewAngles: ________________ 0x00004CE0
EngineRender -> m_dwViewMatrix: _______________ 0x04A35424
EngineRender -> m_dwEnginePosition: ___________ 0x006804A4
RadarBase -> m_dwRadarBase: ___________________ 0x04A7849C
RadarBase -> m_dwRadarBasePointer: ____________ 0x00000050
LocalPlayer -> m_dwLocalPlayer: _______________ 0x00A9D45C
EntityList -> m_dwEntityList: _________________ 0x04A43864
WeaponTable -> m_dwWeaponTable: _______________ 0x04A8A8DC
WeaponTable -> m_dwWeaponTableIndex: __________ 0x0000323C
Extra -> m_dwInput: ___________________________ 0x04A8E1A0
Extra -> m_dwGlobalVars: ______________________ 0x004F2BC0
Extra -> m_dwGlowObject: ______________________ 0x00000000 // BROKEN
Extra -> m_dwForceJump: _______________________ 0x04AD807C
Extra -> m_dwForceAttack: _____________________ 0x02EB1E28



ok some of you may have noticed that glowobject is broken
the value of this is 0x04B5A824

instead of writing to GlowIndex * 0x34



Write to GlowIndex * 0x38



gl hf c & p

gg valve
If needed, a new signature:

New Glow pattern E8 0 0 0 0 83 C4 04 B8 0 0 0 0 C3 cc
Mask x????xxxx????xx
place +9
Quote Originally Posted by PhY'z View Post
If needed, a new signature:

New Glow pattern E8 0 0 0 0 83 C4 04 B8 0 0 0 0 C3 cc
Mask x????xxxx????xx
place +9
Thanks. Auto-updating is coming when I stop farming thanks.
Quote Originally Posted by PhY'z View Post
If needed, a new signature:

New Glow pattern E8 0 0 0 0 83 C4 04 B8 0 0 0 0 C3 cc
Mask x????xxxx????xx
place +9
i changed
Code:
	DWORD gpStart = mem->FindPatternArr(modClient.dwBase, modClient.dwSize, "xx????x????xxx????xx????xx", 27, 0x8D, 0x8F, 0, 0, 0, 0, 0xA1, 0, 0, 0, 0, 0xC7, 0x4, 0x2, 0, 0, 0, 0, 0x89, 0x35, 0x0, 0x0, 0x0, 0x0, 0x8B, 0x51);
	dwGlow = mem->Read<DWORD>(gpStart + 7) - modClient.dwBase;
to
Code:
DWORD gpStart = mem->FindPatternArr(modClient.dwBase, modClient.dwSize, "x????xxxx????xx", 27, 0xE8, 0x0, 0x0, 0x0, 0x0, 0x83, 0xC4, 0x04, 0xB8, 0x0, 0x0, 0x0, 0x0, 0xC3, 0xCC);
	dwGlow = mem->Read<DWORD>(gpStart + 9) - modClient.dwBase;
but still doesnt work
actually only 1 player has glow
Quote Originally Posted by sonmez28 View Post
i changed
Code:
	DWORD gpStart = mem->FindPatternArr(modClient.dwBase, modClient.dwSize, "xx????x????xxx????xx????xx", 27, 0x8D, 0x8F, 0, 0, 0, 0, 0xA1, 0, 0, 0, 0, 0xC7, 0x4, 0x2, 0, 0, 0, 0, 0x89, 0x35, 0x0, 0x0, 0x0, 0x0, 0x8B, 0x51);
	dwGlow = mem->Read<DWORD>(gpStart + 7) - modClient.dwBase;
to
Code:
DWORD gpStart = mem->FindPatternArr(modClient.dwBase, modClient.dwSize, "x????xxxx????xx", 27, 0xE8, 0x0, 0x0, 0x0, 0x0, 0x83, 0xC4, 0x04, 0xB8, 0x0, 0x0, 0x0, 0x0, 0xC3, 0xCC);
	dwGlow = mem->Read<DWORD>(gpStart + 9) - modClient.dwBase;
but still doesnt work
You're probably looking for this...
Code:
DWORD gpStart = mem->FindPatternArr(modClient.dwBase, modClient.dwSize, "x????xxxxxxxx?", 14, 0xB8, 0, 0, 0, 0, 0xC3, 0xCC, 0xCC, 0xCC, 0x55, 0x8B, 0xEC, 0xA1, 0);
    dwGlow = mem->Read<DWORD>(gpStart + 1) - modClient.dwBase; // dwGlow =  0x4B5A824
don't forget that struct size also changed from 0x34 to 0x38
found it thnx

Code:
//DWORD mObj = pointerGlow + i * sizeof(GlowObjectDefinition_t);
to
Code:
DWORD mObj = pointerGlow + i * 0x38;
Quote Originally Posted by sonmez28 View Post
found it thnx

Code:
//DWORD mObj = pointerGlow + i * sizeof(GlowObjectDefinition_t);
to
Code:
DWORD mObj = pointerGlow + i * 0x38;
Can you help me? On my shit it isnt working...
deutzu94 if you have the problem of only one player being highlighted you forgot about updating the glow list count too.
If you are reading from the old glow list count address (old glow object list base + 0x4) you get one as the count - instead of the actual count.
So use the new glow list base + 0x4 for the count and you will be fine.
Quote Originally Posted by TaoTseTung View Post
deutzu94 if you have the problem of only one player being highlighted you forgot about updating the glow list count too.
If you are reading from the old glow list count address (old glow object list base + 0x4) you get one as the count - instead of the actual count.
So use the new glow list base + 0x4 for the count and you will be fine.
Yep. I fixed it and it works.
how to find "old glow object list base"?
pliz help!
can u help how get offsets ?
new GlowObjectDefinition struct:

Code:
struct GlowObjectDefinition_t
	{
		DWORD pEntity;
		float r;
		float g;
		float b;
		float a;
		uint8_t unk1[16];
		bool m_bRenderWhenOccluded;
		bool m_bRenderWhenUnoccluded;
		bool m_bFullBloom;
		uint8_t unk2[14];
	};
credits to Merccy
Wait = mem.Read<int>(DwClient + offGlow + 0x4); change it to what?

- - - Updated - - -

Quote Originally Posted by HitByParkedCar View Post
Everyone seems to be having a bit of a tantrum over these new offsets.
Here is the full list, most of them seem to be working except glowobject

 
Offsets
DT_WeaponCSBase -> m_fAccuracyPenalty: ________ 0x00003280
DT_BaseAnimating -> m_nForceBone: _____________ 0x00002660
DT_BaseCombatWeapon -> m_iState: ______________ 0x000031C4
DT_BaseCombatWeapon -> m_iClip1: ______________ 0x000031D0
DT_BaseCombatWeapon -> m_flNextPrimaryAttack: _ 0x000031A8
DT_BaseCombatWeapon -> m_bCanReload: __________ 0x00003205
DT_BaseCombatWeapon -> m_iPrimaryAmmoType: ____ 0x000031C8
DT_BaseCombatWeapon -> m_iWeaponID: ___________ 0x000032A0
DT_BaseEntity -> m_bSpotted: __________________ 0x00000935
DT_BaseEntity -> m_bSpottedByMask: ____________ 0x00000978
DT_BaseEntity -> m_hOwnerEntity: ______________ 0x00000148
DT_BaseEntity -> m_vecOrigin: _________________ 0x00000134
DT_BaseEntity -> m_iTeamNum: __________________ 0x000000F0
DT_CSPlayer -> m_flFlashMaxAlpha: _____________ 0x0000A2A4
DT_CSPlayer -> m_flFlashDuration: _____________ 0x0000A2A8
DT_CSPlayer -> m_iGlowIndex: __________________ 0x0000A2C0
DT_CSPlayer -> m_angEyeAngles: ________________ 0x0000A8A8
DT_CSPlayer -> m_iAccount: ____________________ 0x0000A898
DT_CSPlayer -> m_ArmorValue: __________________ 0x0000A8A4
DT_CSPlayer -> m_bGunGameImmunity: ____________ 0x00003850
DT_CSPlayer -> m_iShotsFired: _________________ 0x0000A260
DT_BasePlayer -> m_lifeState: _________________ 0x0000025B
DT_BasePlayer -> m_fFlags: ____________________ 0x00000100
DT_BasePlayer -> m_iHealth: ___________________ 0x000000FC
DT_BasePlayer -> m_hLastWeapon: _______________ 0x000032C8
DT_BasePlayer -> m_hMyWeapons: ________________ 0x00002DC8
DT_BasePlayer -> m_hActiveWeapon: _____________ 0x00002EC8
DT_BasePlayer -> m_Local: _____________________ 0x00002F88
DT_BasePlayer -> m_vecViewOffset[0]: __________ 0x00000104
DT_BasePlayer -> m_nTickBase: _________________ 0x000033EC
DT_BasePlayer -> m_vecVelocity[0]: ____________ 0x00000110
DT_BasePlayer -> m_szLastPlaceName: ___________ 0x00003570
DT_Local -> m_vecPunch: _______________________ 0x00002FF8
DT_Local -> m_iCrossHairID: ___________________ 0x0000A904
BaseEntity -> m_dwModel: ______________________ 0x0000006C
BaseEntity -> m_dwIndex: ______________________ 0x00000064
BaseEntity -> m_dwBoneMatrix: _________________ 0x0000267C
BaseEntity -> m_bMoveType: ____________________ 0x00000258
BaseEntity -> m_bDormant: _____________________ 0x000000E9
ClientState -> m_dwClientState: _______________ 0x005D3234
ClientState -> m_dwLocalPlayerIndex: __________ 0x00000160
ClientState -> m_dwInGame: ____________________ 0x000000E8
ClientState -> m_dwMaxPlayer: _________________ 0x000002F0
ClientState -> m_dwMapDirectory: ______________ 0x00000000
ClientState -> m_dwMapname: ___________________ 0x0000026C
ClientState -> m_dwPlayerInfo: ________________ 0x00005210
ClientState -> m_dwViewAngles: ________________ 0x00004CE0
EngineRender -> m_dwViewMatrix: _______________ 0x04A35424
EngineRender -> m_dwEnginePosition: ___________ 0x006804A4
RadarBase -> m_dwRadarBase: ___________________ 0x04A7849C
RadarBase -> m_dwRadarBasePointer: ____________ 0x00000050
LocalPlayer -> m_dwLocalPlayer: _______________ 0x00A9D45C
EntityList -> m_dwEntityList: _________________ 0x04A43864
WeaponTable -> m_dwWeaponTable: _______________ 0x04A8A8DC
WeaponTable -> m_dwWeaponTableIndex: __________ 0x0000323C
Extra -> m_dwInput: ___________________________ 0x04A8E1A0
Extra -> m_dwGlobalVars: ______________________ 0x004F2BC0
Extra -> m_dwGlowObject: ______________________ 0x00000000 // BROKEN
Extra -> m_dwForceJump: _______________________ 0x04AD807C
Extra -> m_dwForceAttack: _____________________ 0x02EB1E28



ok some of you may have noticed that glowobject is broken
the value of this is 0x04B5A824

instead of writing to GlowIndex * 0x34



Write to GlowIndex * 0x38



gl hf c & p

gg valve
What dumper did you use?
Quote Originally Posted by Yen Shi View Post
Wait = mem.Read<int>(DwClient + offGlow + 0x4); change it to what?

- - - Updated - - -

What dumper did you use?
No dumper lmao

got them myself using a guide and cheatengine
Quote Originally Posted by HitByParkedCar View Post
No dumper lmao

got them myself using a guide and cheatengine
Holy shit, please stop lying. This is clearly Y3t1y3t's dumper.

Posts 1–15 of 32 · Page 1 of 3
This thread is closed for replies.

Similar Threads

Tags for this Thread

None

Talk with us