I have coded a simple glow ESP in C++ for a friend (as I don't play CS:GO anymore). However, it is very flashy and I think it is obviously tied to the speed/ complexity of the wallhack. I haven't done much algorithm analysis, but to my simple mind it seems like all my for loops and if statements build up quickly.
First, in the main outer loop for the entitylist, should it be i <64 or i <32? I have seen it both ways and I have it at i < 64. If I could lower it to 32, that would clearly dramatically improve the performance.
Another idea I had is to thread the program and run the list in two halves. Not sure if this would work.
As for the general structure of the program, I have a while loop that checks for the home key to kill the program,
an if statement to check if the hack is toggled,
an if statement to check if the player struct is valid,
the for loop of the entity list,
an if statement to check if the entity is valid,
an if statement for entity dormant,
an if statement to check if the glowPointer is valid,
an if statement to check if the entity's team num is 2 or 3,
and finally, an if statement to check if the entity team matches the player team or not.
Also, the entire while loop of main is has a Sleep(1) command at the end.
If anyone knows that there is a specific order of the statements that is more efficient, please let me know. Thanks!
for(int i = 0; 0<32; i++)
or
for(int i = 0; 0<64; i++)
if you do the right checks in your loop like
if (!entity->isPlayer())
continue;
if (!entity->isAlive())
continue;
it will not make ANY performance differences
Externals are a bit slower compared to internals ( which can make your glow flicker)
But if its coded properly, it shouldn't flicker(my external didnt flicker)