GlowObject fix
Exactly, that's why the Offsets you posted are broken at the same point where Y3t1y3t's are broken, yea, because you followed a Guide and found them yourself.
By the way, someone who found them himself wouldn't have included every 0 infront of the Offset, since they wouldn't have found these Offsets in this form 
Please stop pretending.
Code:
ClientState -> m_dwMapDirectory: ______________ 0x00000000 Extra -> m_dwGlowObject: ______________________ 0x00000000 // BROKEN

Please stop pretending.

The moment when you WRITE that the MAXIMUM value is 1.0f and stills trying to set it higher to 1.5f, yeah yeah...
Anyway, this is useless
GlowStruct GetTeamColor(); /* DEFINE WHICH IS TEAM COLOR */
GlowStruct GetEnemyColor(); /* DEFINE WHICH IS ENEMY COLOR */
This is useless too, i see that u don`t even read the code, most of bugs are not even fixed
As a BYTE u check for this flags 1 3 5 7

And no flash stills "unturnable" off
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Just wondering, if u didn't c&p the offsets, do u know why the 0x34 went to 0x38? Or by magic you said, oh let me add 4HEREGOESTHEMETRIC (now the "metric" that you should know, as u added them)
yet no-one wrote what 4 bytes they added ... ._.
Code:
struct GlowObjectDefinition_t
{
DWORD dwBase;
float r;
float g;
float b;
float a;
uint8_t unk1[8];
float m_flBloomAmount;
uint8_t unk2[4];
bool m_bRenderWhenOccluded;
bool m_bRenderWhenUnoccluded;
bool m_bFullBloom;
int m_nFullBloomStencil;
uint8_t unk3[10]; // 4 4 2 ???
};
the amount of aids. It is quite obvious you didnt get the offsets yourself.
tested 11/14/15
void DrawGlow(int GlowIndex, GlowStruct Color)
{
Mem.Write<float>((GlowPointer + ((GlowIndex * 0x38) + 0x4)), Color.r); /* SET FLOAT VALUE FOR RED */
Mem.Write<float>((GlowPointer + ((GlowIndex * 0x38) + 0x8)), Color.g); /* SET FLOAT VALUE FOR GREEN */
Mem.Write<float>((GlowPointer + ((GlowIndex * 0x38) + 0xC)), Color.b); /* SET FLOAT VALUE FOR BLUE */
Mem.Write<float>((GlowPointer + ((GlowIndex * 0x38) + 0x10)), Color.a); /* SET FLOAT VALUE FOR THICKNESS */
Mem.Write<bool>((GlowPointer + ((GlowIndex * 0x38) + 0x24)), Color.rwo);
Mem.Write<bool>((GlowPointer + ((GlowIndex * 0x38) + 0x25)), Color.rwuo);
}
GlowObjectBase
GlowObjectBase = 0x04B5A7E4
GlowIndex
GlowIndex = 0xA2C0
GLOW
void DrawGlow(int GlowIndex, GlowStruct Color)
{
Mem.Write<float>((GlowPointer + ((GlowIndex * 0x38) + 0x4)), Color.r); /* SET FLOAT VALUE FOR RED */
Mem.Write<float>((GlowPointer + ((GlowIndex * 0x38) + 0x8)), Color.g); /* SET FLOAT VALUE FOR GREEN */
Mem.Write<float>((GlowPointer + ((GlowIndex * 0x38) + 0xC)), Color.b); /* SET FLOAT VALUE FOR BLUE */
Mem.Write<float>((GlowPointer + ((GlowIndex * 0x38) + 0x10)), Color.a); /* SET FLOAT VALUE FOR THICKNESS */
Mem.Write<bool>((GlowPointer + ((GlowIndex * 0x38) + 0x24)), Color.rwo);
Mem.Write<bool>((GlowPointer + ((GlowIndex * 0x38) + 0x25)), Color.rwuo);
}
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I'm out