Helpglow esp internal not working.

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glow esp internal not working.
Code:
Code:
struct EntityList_ 
{
	DWORD EntityList();
	DWORD EntityBase(int);
	DWORD BoneMatrix();
	int Team();
	int Health();
	Vector Position();
	Vector CurrentViewAngles();
	Vector Velocity();
	Vector BonePosition();

}EntityList[64];

DWORD EntityList_::EntityList()
{
	return *(DWORD*)(ClientDLL + Offsets::dwEntity);
}

DWORD EntityList_::EntityBase(int i)
{
	DWORD entity = this->EntityList();
	if (!entity)
		return 0;
	else return *(DWORD*)(entity + (i * 0x10));
}


DWORD WINAPI GlowESP(PVOID pThreadParameter)
{
	for (;; Sleep(5)) {
		if (RFI.GlowESP) {
			for (int i = 1; i < 64; i++) {
				if (!Player.Base())
					continue;
				if (!EntityList[i].EntityBase(i))
					continue;
				DWORD GlowPlayer = *(DWORD*)(ClientDLL + Offsets::dwEntity + ((i - 1) * 16));
				int GlowPlayerTeam = *(int*)(GlowPlayer + Offsets::dwTeam);
				DWORD GlowPlayerIndex = *(DWORD*)(GlowPlayer + Offsets::dwGlowIndex);
				int GlowPlayerHealth = *(int*)(GlowPlayer + Offsets::dwHealth);
				if (Player.Team() != GlowPlayerTeam && GlowPlayerHealth > 0) {
					*(float*)(Player.Glow() + (GlowPlayerIndex * 0x38) + 0x4) = 0.1f;
					*(float*)(Player.Glow() + (GlowPlayerIndex * 0x38) + 0x8) = 0.2f;
					*(float*)(Player.Glow() + (GlowPlayerIndex * 0x38) + 0xC) = 0.5f;
					*(float*)(Player.Glow() + (GlowPlayerIndex * 0x38) + 0x10) = 1.f;
					*(bool*)(Player.Glow() + (GlowPlayerIndex * 0x38) + 0x24) = true;
					*(bool*)(Player.Glow() + (GlowPlayerIndex * 0x38) + 0x25) = true;
					*(bool*)(Player.Glow() + (GlowPlayerIndex * 0x38) + 0x26) = false;
				}
			}
		}
	}
	return 0;
}
it crush if i conenct to server.
Quote Originally Posted by armez47 View Post
Learn something about internal, use sdk https://github.com/ValveSoftware/source-sdk-2013/ . You're trying to do glow in 'external' , so it doesn't work.
It doesnt mean that it's coded in an external way he cant get it to work though.

Attach the debugger to csgo and respond what it says.
Been over a week since last update/bump after answers, assuming solved.

/Closed.
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