Internal GlowESP

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Internal GlowESP
Hey MPGH,

I recently converted to internal and I am trying now to make an internal GlowESP. I have used MarkHC's base for now. I really don't know how I am supposed to approach this, but from what I have gathered I need to do this in painttransverse? I made a little function that should simply make all of the players glow red, but instead I recieve and instant crash.

void __fastcall Hooked_PaintTransverse(void *pThis, DWORD dwEDX, se::VPANEL vguiPanel, bool forceRepaint, bool allowForce)
{
g_fnOriginalPaintTransverse(pThis, vguiPanel, forceRepaint, allowForce);

//Glow
DWORD GlowPointer = *(DWORD*)(*(DWORD*)(Utils::FindSignature(XorStr("c lient.dll"), XorStr("A1 ? ? ? ? A8 01 75 4B")) + 1) + 4);
se::IClientEntity* Local = (C_CSPlayer*)se::Interfaces::EntityList()->GetClientEntity(se::Interfaces::Engine()->GetLocalPlayer());

for (int EntID = 1; EntID < se::Interfaces::Engine()->GetMaxClients(); EntID++)
{
se::IClientEntity* Entity = static_cast<C_CSPlayer*>(se::Interfaces::EntityLis t()->GetClientEntity(EntID));
int GlowIndex = *(int*)((DWORD)Entity + 0xA320);

*(float*)((GlowPointer + ((GlowIndex * 0x38) + 0x4))) = 1.0f;
*(float*)((GlowPointer + ((GlowIndex * 0x38) + 0x10))) = 1.0f;
}
}

If anyone has an idea of what I did wrong, please tell me (or if I am approaching this entirely wrong alltogether).
theres a wiki post on another forum about this
Quote Originally Posted by WildAssassinz View Post
theres a wiki post on another forum about this
Okay thanks bro

- - - Updated - - -

Not quite sure what you meant, but checking out stuff on Zat's rn. I should be doing it in PaintTransverse right? Or should I go CreateMove? I wonder if PaintTransverse is causing issues
Quote Originally Posted by 33pwnt33 View Post
Okay thanks bro

- - - Updated - - -

Not quite sure what you meant, but checking out stuff on Zat's rn. I should be doing it in PaintTransverse right? Or should I go CreateMove? I wonder if PaintTransverse is causing issues
i dont have glow but i think it would be in fsn post_data_update because that updates the most

(probably wrong)
Okay im confused as shit now. I pasted this glow directly from gamerfood.

//Glow
CGlowObjectManager* GlowObjectManager = (CGlowObjectManager*)offsets.GlowManager;

for (int i = 0; i < GlowObjectManager->size; ++i)
{
CGlowObjectManager::GlowObjectDefinition_t* glowEntity = &GlowObjectManager->m_GlowObjectDefinitions[i];
se::IClientEntity* Entity = glowEntity->getEntity();

if (glowEntity->IsEmpty() || !Entity)
continue;

if (Entity->GetClientClass()->m_ClassID == 35)
glowEntity->set(1.0f, 0.0f, 0.0f, 1.0f);
}

It still crashes the game. I seriously don't know what I am doing wrong. Could I be hooking wrong or what lol, though my painttransverse doesn't crash without glow.
Debug it? get results, see whats causing crash, could be ez fix, otherwise post back here of the debug results
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