❓ Glow ESP
Anyone got a public glow esp source that Is pretty new? 
Post it here then, thanks!

Post it here then, thanks!

for (;;)
{
ESPGlow.ReadGlowPointer();
for (int i = 0; i < 32; i++)
{
Entity ePlayer;
ePlayer.Read(i);
LocalPlayer.Read();
if (!ePlayer.Base)
continue;
if (ePlayer.Dormant)
continue;
if (ePlayer.Health < 2)
continue;
if (ePlayer.Team == LocalPlayer.Team)
continue;
ESPGlow.ESPDraw(ePlayer.GlowIndex, ESPGlow.Cyan);
Sleep(3);
}
Sleep(2);
}
struct ESP
{
DWORD GlowPointer;
struct GlowESP
{
float r;
float b;
float g;
float a;
};
GlowESP Cyan = { 0.f, 206.f, 209.f, 200.f };
void ESPDraw(int GlowIndex, GlowESP Color)
{
Mem.Write<float>(GlowPointer + ((GlowIndex * 0x38) + 0x4), Color.r);
Mem.Write<float>(GlowPointer + ((GlowIndex * 0x38) + 0x8), Color.b);
Mem.Write<float>(GlowPointer + ((GlowIndex * 0x38) + 0xC), Color.g);
Mem.Write<float>(GlowPointer + ((GlowIndex * 0x38) + 0x10), Color.a);
Mem.Write<bool>(GlowPointer + ((GlowIndex * 0x38) + 0x24), true);
}
void ReadGlowPointer()
{
GlowPointer = Mem.Read<DWORD>(Client + Offsets.m_dwGlowObject);
}
}ESPGlow;
DWORD m_dwGlowObject = 0x04F6C8E4; DWORD m_iGlowIndex = 0xA310;

/* HEADERS */
#include "ProcMem.h"
#include "offsets.h"
#include "Decrypt.h"
#define KeyDown(vkey) ((GetAsyncKeyState(vkey) & 0x8000) ? true : false)
/* INCLUDE */
#include <Windows.h>
#include <TlHelp32.h>
#include <iostream>
#include <thread>
using namespace std;
float slowaim = 0.8f; // THE "SLOW" SENSITIVITY
int triggbind;
/* DEFINE FLAG'S */
#define Pressed 0x8000
#define FL_ON_GROUND 257
/* DEFINE MEMORY MANAGER */
ProcMem Meme;
/* PRE-CALL FUNCTION'S */
[swap_lines]
DWORD WINAPI data(LPVOID lpParam);
void start();
DWORD WINAPI keys(LPVOID lpParam);
DWORD WINAPI ESPRadar(LPVOID lpParam);
DWORD WINAPI triggerslow(LPVOID lpParam);
DWORD WINAPI bhop(LPVOID lpParam);
HANDLE rghThread = {
CreateThread(NULL, NULL, ESPRadar, NULL, NULL, NULL)
};
WaitForSingleObject(rghThread, INFINITE);
struct GlowStruct
{
float r; /* RED */ /* MAXIMUM 1.0f | MINIMUM 0.0f */
float g; /* GREEN */ /* MAXIMUM 1.0f | MINIMUM 0.0f */
float b; /* BLUE */ /* MAXIMUM 1.0f | MINIMUM 0.0f */
float a; /* THICKNESS */ /* MAXIMUM 1.0f | MINIMUM 0.0f */
bool rwo; /* RenderWhenOccluded */
bool rwuo; /* RenderWhenUnoccluded */
};
void DrawGlow(int GlowIndex, GlowStruct Color)
{
Meme.Write<float>((GlowPointer + ((GlowIndex * 0x38) + 0x4)), Color.r); /* SET FLOAT VALUE FOR RED */
Meme.Write<float>((GlowPointer + ((GlowIndex * 0x38) + 0x8)), Color.g); /* SET FLOAT VALUE FOR GREEN */
Meme.Write<float>((GlowPointer + ((GlowIndex * 0x38) + 0xC)), Color.b); /* SET FLOAT VALUE FOR BLUE */
Meme.Write<float>((GlowPointer + ((GlowIndex * 0x38) + 0x10)), Color.a); /* SET FLOAT VALUE FOR THICKNESS */
Meme.Write<bool>((GlowPointer + ((GlowIndex * 0x38) + 0x24)), Color.rwo);
Meme.Write<bool>((GlowPointer + ((GlowIndex * 0x38) + 0x25)), Color.rwuo);
}
GlowStruct CGreen = { 0.f, 0.4f, 0.f, 1.f, true, false };
GlowStruct CYellow = { 0.4f, 0.4f, 0.f, 1.f, true, false };
GlowStruct CRed = { 0.4f, 0.f, 0.f, 1.f, true, false };
GlowStruct CBlue = { 0.f, 0.f, 0.4f, 1.f, true, false };
GlowStruct COrange = { 1.f, 0.5, 0.f, 1.f, true, false };
GlowStruct CPink = { 1.f, 0.55f, 0.7f, 1.f, true, false };
GlowStruct CWhite = { 1.f, 1.f, 1.f, 1.f, true, false };
DWORD WINAPI ESPRadar(LPVOID lpParam){
while (true) {
for (int g = 0; g < MaxObjects; g++) /* LOOP START */
{
GlowPointer = Meme.Read<DWORD>(Client + m_dwGlowObject); /* POINTER TO LOCAL PLAYER GLOW VIEW */
currentplayer = Meme.Read<DWORD>(Client + EntityList + ((g - 1) * 16)); /* READ ENTITY DATA FROM LOOP */
currentplayerdormant = Meme.Read<bool>(currentplayer + isDormant); /* CHECK IF IS DORMANT */
HealthBasedESP = Meme.Read<int>(currentplayer + m_iHealth); /* READ ENTITY HP */
if (rON) {
if (Meme.Read<int>(Client + m_bSpotted) != 1) {
Meme.Write<int>(Client + m_bSpotted, 1);
}
}
if (eON) {
if (!currentplayerdormant) /* IF NOT DORMANT */
{
currentplayerglowindex = Meme.Read<int>(currentplayer + m_iGlowIndex); /* READ ENTITY GLOW INDEX */
currentplayerteam = Meme.Read<int>(currentplayer + m_iTeamNum);
/* READ ENTITY TEAM */
if (currentplayerteam != MyTeam)
{
if (currentplayerteam != 2 && currentplayerteam != 3)
continue;
if (crosshair == g) {
DrawGlow(currentplayerglowindex, CBlue);
}
else if (HealthBasedESP <= 100 && HealthBasedESP > 75 && crosshair != g) /* LESS OR EQUAL 100 OR MORE THAN 75 */
{
DrawGlow(currentplayerglowindex, CGreen );
}
else if (HealthBasedESP <= 75 && HealthBasedESP > 50 && crosshair != g) /* LESS OR EQUAL 75 OR MORE THAN 50 */
{
DrawGlow(currentplayerglowindex, CYellow);
}
else if (HealthBasedESP <= 50 && HealthBasedESP > 25 && crosshair != g) /* LESS OR EQUAL 50 OR MORE THAN 25 */
{
DrawGlow(currentplayerglowindex, COrange);
}
else if (HealthBasedESP <= 25 && HealthBasedESP > 1 && crosshair != g) /* LESS OR EQUAL 25 OR MORE THAN 0 */
{
DrawGlow(currentplayerglowindex, CRed);
}
else if (HealthBasedESP <= 1 && HealthBasedESP > 0 && crosshair != g) /* Thanks for adding me in your credits -Janmast */
{
DrawGlow(currentplayerglowindex, CWhite);
}
}
}
}
}
Sleep(1);
}
return NULL;
}