❓ Glow.

Posts 1–9 of 9 · Page 1 of 1
❓ Glow.
Currently I have to be a certain distance to the enemy team to see the glow and if I'm bhopping it all disappears. However my team will not.
Code:
struct GlowObjectDefinition_t
{
	void* 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[10];
}

                DWORD gObjectBase = 0x04FB556C;
		DWORD glowIndex = 0xA310;

		DWORD LocalPlayer = Mem.Read<DWORD>(Client + dwLocal);
		DWORD GlowPointer = Mem.Read<DWORD>(Client + gObjectBase);
		for (int i = 0; i < 64; i++)
		{
			int currentPlayer = Mem.Read<int>(Client + EntBase + ((i - 1) * 16));
			int teamNum = Mem.Read<int>(currentPlayer + Team);
			int MyTeam = Mem.Read<int>(LocalPlayer + Team);
			int healthEnt = Mem.Read<int>(currentPlayer + Health);

			bool currentPlayerDormant = Mem.Read<bool>(currentPlayer + Dormant);
			int currentPlayerGlowIndex = Mem.Read<int>(currentPlayer + glowIndex);

			if (currentPlayerDormant == 1)
				continue;
			else
			{
				if ((teamNum != MyTeam)) {
					if (healthEnt > 66 && healthEnt <= 100) {
						Mem.Write<float>((GlowPointer + ((currentPlayerGlowIndex * 0x38) + 0x4)), 0.0f);  // Red
						Mem.Write<float>((GlowPointer + ((currentPlayerGlowIndex * 0x38) + 0x8)), 255.0f);  // Green
						Mem.Write<float>((GlowPointer + ((currentPlayerGlowIndex * 0x38) + 0xC)), 0.0f);   // Blue
						Mem.Write<float>((GlowPointer + ((currentPlayerGlowIndex * 0x38) + 0x10)), 0.8f);  // Alpha
						Mem.Write<BOOL>((GlowPointer + ((currentPlayerGlowIndex * 0x38) + 0x24)), true);
						Mem.Write<BOOL>((GlowPointer + ((currentPlayerGlowIndex * 0x38) + 0x25)), false);
					}
					else if (healthEnt > 33 && healthEnt <= 66) {
						Mem.Write<float>((GlowPointer + ((currentPlayerGlowIndex * 0x38) + 0x4)), 255.0f);  // Red
						Mem.Write<float>((GlowPointer + ((currentPlayerGlowIndex * 0x38) + 0x8)), 187.0f);  // Green
						Mem.Write<float>((GlowPointer + ((currentPlayerGlowIndex * 0x38) + 0xC)), 0.0f);   // Blue
						Mem.Write<float>((GlowPointer + ((currentPlayerGlowIndex * 0x38) + 0x10)), 0.8f);  // Alpha
						Mem.Write<BOOL>((GlowPointer + ((currentPlayerGlowIndex * 0x38) + 0x24)), true);
						Mem.Write<BOOL>((GlowPointer + ((currentPlayerGlowIndex * 0x38) + 0x25)), false);
						}
					else if (healthEnt > 0 && healthEnt <= 33) {
						Mem.Write<float>((GlowPointer + ((currentPlayerGlowIndex * 0x38) + 0x4)), 255.0f);  // Red
						Mem.Write<float>((GlowPointer + ((currentPlayerGlowIndex * 0x38) + 0x8)), 0.0f);  // Green
						Mem.Write<float>((GlowPointer + ((currentPlayerGlowIndex * 0x38) + 0xC)), 0.0f);   // Blue
						Mem.Write<float>((GlowPointer + ((currentPlayerGlowIndex * 0x38) + 0x10)), 0.8f);  // Alpha
						Mem.Write<BOOL>((GlowPointer + ((currentPlayerGlowIndex * 0x38) + 0x24)), true);
						Mem.Write<BOOL>((GlowPointer + ((currentPlayerGlowIndex * 0x38) + 0x25)), false);
					}
				}
				if ((teamNum == MyTeam))
				{
					Mem.Write<float>((GlowPointer + ((currentPlayerGlowIndex * 0x38) + 0x4)), 0.0f);  // Red
					Mem.Write<float>((GlowPointer + ((currentPlayerGlowIndex * 0x38) + 0x8)), 0.0f);  // Green
					Mem.Write<float>((GlowPointer + ((currentPlayerGlowIndex * 0x38) + 0xC)), 1.0f);   // Blue
					Mem.Write<float>((GlowPointer + ((currentPlayerGlowIndex * 0x38) + 0x10)), 0.8f);  // Alpha
					Mem.Write<BOOL>((GlowPointer + ((currentPlayerGlowIndex * 0x38) + 0x24)), true);
					Mem.Write<BOOL>((GlowPointer + ((currentPlayerGlowIndex * 0x38) + 0x25)), false);
				}
			}

		}

};
How are you calling both BHOP and Glow ESP?
Also for Health ESP, do something like this as it will make look better.

Code:
Health = Entity.Health(Player);
red = (hp - 1 / 100.0f);
green = hp / 100.0f;
I'm calling the BHOP and Glow in int main, when the toggle bool is on it toggles. There seems to be no link between the two functions.
can you show(code) how your calling them?
Valve updated the way glow works a while ago, you can only see them when you are a certain distance away and its supposed to be like that. as for your other problem, we would need to see how and where you call your functions to help you
how would i implement this into a mac version
I fixed it, my Bunny Hop code was in a while loop causing the disappearance of the glow.
Code:
while (GetAsyncKeyState(VK_SPACE) & 0x8000)

Now

if (GetAsyncKeyState(VK_SPACE) & 0x8000)
@4nuoFZf9aE , @Hunter Can you close this thread?
/Solved & closed.
Posts 1–9 of 9 · Page 1 of 1
This thread is closed for replies.

Similar Threads

Tags for this Thread

None

Talk with us