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).