Glow stops working when dead
My glow stops working when I die and I can't figure out how to turn on/add the option for it to not turn off. I barely know anything about c# and was wondering if anyone could help me out because i'm braindead. (Not my code ofc)
Code:
internal class Glow
{
public static void Run()
{
while (true)
{
Thread.Sleep(10);
if (!Checks.IsIngame || !Checks.IsOnline) continue;
int gObject = MemoryManager.ReadMemory<int>((int)Structs.Base.Client + Offsets.dwGlowObjectManager);
int gCount = MemoryManager.ReadMemory<int>((int)Structs.Base.Client + Offsets.dwGlowObjectManager + 0x4);
byte[] gEntities = MemoryManager.ReadMemory(gObject, gCount * 0x38);
for (int i = 0; i < gCount; i++)
{
int gEntity = Math.GetInt(gEntities, i * 0x38);
if (gEntity == 0) continue;
int classID = Extensions.Other.GetClassID(gEntity);
if (classID < 0) continue;
if (Settings.Glow.Snipers && Checks.IsSniper(classID))
{
Structs.Glow_t currGlowObject = MemoryManager.ReadMemory<Structs.Glow_t>((gObject + (i * 0x38) + 0x4));
currGlowObject.r = Settings.Glow.Snipers_Color_R / 255f;
currGlowObject.g = Settings.Glow.Snipers_Color_G / 255f;
currGlowObject.b = Settings.Glow.Snipers_Color_B / 255f;
currGlowObject.a = Settings.Glow.Snipers_Color_A / 255f;
currGlowObject.m_bRenderWhenOccluded = true;
currGlowObject.m_bRenderWhenUnoccluded = false;
if (Settings.Glow.FullBloom) currGlowObject.m_bFullBloom = true;
MemoryManager.WriteMemory<Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
}
else if (Settings.Glow.Rifles && Checks.IsRifle(classID))
{
Structs.Glow_t currGlowObject = MemoryManager.ReadMemory<Structs.Glow_t>((gObject + (i * 0x38) + 0x4));
currGlowObject.r = Settings.Glow.Rifles_Color_R / 255f;
currGlowObject.g = Settings.Glow.Rifles_Color_G / 255f;
currGlowObject.b = Settings.Glow.Rifles_Color_B / 255f;
currGlowObject.a = Settings.Glow.Rifles_Color_A / 255f;
currGlowObject.m_bRenderWhenOccluded = true;
currGlowObject.m_bRenderWhenUnoccluded = false;
if (Settings.Glow.FullBloom) currGlowObject.m_bFullBloom = true;
MemoryManager.WriteMemory<Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
}
else if (Settings.Glow.MachineGuns && Checks.IsMachineGun(classID))
{
Structs.Glow_t currGlowObject = MemoryManager.ReadMemory<Structs.Glow_t>((gObject + (i * 0x38) + 0x4));
currGlowObject.r = Settings.Glow.MachineGuns_Color_R / 255f;
currGlowObject.g = Settings.Glow.MachineGuns_Color_G / 255f;
currGlowObject.b = Settings.Glow.MachineGuns_Color_B / 255f;
currGlowObject.a = Settings.Glow.MachineGuns_Color_A / 255f;
currGlowObject.m_bRenderWhenOccluded = true;
currGlowObject.m_bRenderWhenUnoccluded = false;
if (Settings.Glow.FullBloom) currGlowObject.m_bFullBloom = true;
MemoryManager.WriteMemory<Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
}
else if (Settings.Glow.Pistols && Checks.IsPistol(classID))
{
Structs.Glow_t currGlowObject = MemoryManager.ReadMemory<Structs.Glow_t>((gObject + (i * 0x38) + 0x4));
currGlowObject.r = Settings.Glow.Pistols_Color_R / 255f;
currGlowObject.g = Settings.Glow.Pistols_Color_G / 255f;
currGlowObject.b = Settings.Glow.Pistols_Color_B / 255f;
currGlowObject.a = Settings.Glow.Pistols_Color_A / 255f;
currGlowObject.m_bRenderWhenOccluded = true;
currGlowObject.m_bRenderWhenUnoccluded = false;
if (Settings.Glow.FullBloom) currGlowObject.m_bFullBloom = true;
MemoryManager.WriteMemory<Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
}
else if (Settings.Glow.Shotguns && Checks.IsShotgun(classID))
{
Structs.Glow_t currGlowObject = MemoryManager.ReadMemory<Structs.Glow_t>((gObject + (i * 0x38) + 0x4));
currGlowObject.r = Settings.Glow.Shotguns_Color_R / 255f;
currGlowObject.g = Settings.Glow.Shotguns_Color_G / 255f;
currGlowObject.b = Settings.Glow.Shotguns_Color_B / 255f;
currGlowObject.a = Settings.Glow.Shotguns_Color_A / 255f;
currGlowObject.m_bRenderWhenOccluded = true;
currGlowObject.m_bRenderWhenUnoccluded = false;
if (Settings.Glow.FullBloom) currGlowObject.m_bFullBloom = true;
MemoryManager.WriteMemory<Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
}
else if (Settings.Glow.MPs && Checks.IsMP(classID))
{
Structs.Glow_t currGlowObject = MemoryManager.ReadMemory<Structs.Glow_t>((gObject + (i * 0x38) + 0x4));
currGlowObject.r = Settings.Glow.MPs_Color_R / 255f;
currGlowObject.g = Settings.Glow.MPs_Color_G / 255f;
currGlowObject.b = Settings.Glow.MPs_Color_B / 255f;
currGlowObject.a = Settings.Glow.MPs_Color_A / 255f;
currGlowObject.m_bRenderWhenOccluded = true;
currGlowObject.m_bRenderWhenUnoccluded = false;
if (Settings.Glow.FullBloom) currGlowObject.m_bFullBloom = true;
MemoryManager.WriteMemory<Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
}
else if (Settings.Glow.C4 && Checks.IsC4(classID))
{
Structs.Glow_t currGlowObject = MemoryManager.ReadMemory<Structs.Glow_t>((gObject + (i * 0x38) + 0x4));
currGlowObject.r = Settings.Glow.C4_Color_R / 255f;
currGlowObject.g = Settings.Glow.C4_Color_G / 255f;
currGlowObject.b = Settings.Glow.C4_Color_B / 255f;
currGlowObject.a = Settings.Glow.C4_Color_A / 255f;
currGlowObject.m_bRenderWhenOccluded = true;
currGlowObject.m_bRenderWhenUnoccluded = false;
if (Settings.Glow.FullBloom) currGlowObject.m_bFullBloom = true;
MemoryManager.WriteMemory<Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
}
else if (Settings.Glow.Grenades && Checks.IsGrenade(classID))
{
Structs.Glow_t currGlowObject = MemoryManager.ReadMemory<Structs.Glow_t>((gObject + (i * 0x38) + 0x4));
currGlowObject.r = Settings.Glow.Grenades_Color_R / 255f;
currGlowObject.g = Settings.Glow.Grenades_Color_G / 255f;
currGlowObject.b = Settings.Glow.Grenades_Color_B / 255f;
currGlowObject.a = Settings.Glow.Grenades_Color_A / 255f;
currGlowObject.m_bRenderWhenOccluded = true;
currGlowObject.m_bRenderWhenUnoccluded = false;
if (Settings.Glow.FullBloom) currGlowObject.m_bFullBloom = true;
MemoryManager.WriteMemory<Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
}
else if (Settings.Glow.Allies || Settings.Glow.Enemies && classID == (int)Enums.ClassIDs.CCSPlayer)
{
Structs.Enemy_t glowEntity = MemoryManager.ReadMemory<Structs.Enemy_t>(gEntity);
if (!glowEntity.Health.IsAlive()
|| glowEntity.Dormant
|| !glowEntity.Team.HasTeam()
|| glowEntity.Dormant) continue;
if (Settings.Glow.Enemies && !glowEntity.Team.IsMyTeam())
{
if (Settings.Glow.PlayerColorMode == 0)
{
Structs.Glow_t currGlowObject = MemoryManager.ReadMemory<Structs.Glow_t>((gObject + (i * 0x38) + 0x4));
Color color = Extensions.Colors.FromHealth(glowEntity.Health / 100f);
currGlowObject.r = color.R / 255f;
currGlowObject.g = color.G / 255f;
currGlowObject.b = color.B / 255f;
currGlowObject.a = Settings.Glow.Enemies_Color_A / 255f;
currGlowObject.m_bRenderWhenOccluded = true;
currGlowObject.m_bRenderWhenUnoccluded = false;
if (Settings.Glow.FullBloom) currGlowObject.m_bFullBloom = true;
MemoryManager.WriteMemory<Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
}
else if (Settings.Glow.PlayerColorMode == 1)
{
Structs.Glow_t currGlowObject = MemoryManager.ReadMemory<Structs.Glow_t>((gObject + (i * 0x38) + 0x4));
currGlowObject.r = Settings.Glow.Enemies_Color_R / 255f;
currGlowObject.g = Settings.Glow.Enemies_Color_G / 255f;
currGlowObject.b = Settings.Glow.Enemies_Color_B / 255f;
currGlowObject.a = Settings.Glow.Enemies_Color_A / 255f;
currGlowObject.m_bRenderWhenOccluded = true;
currGlowObject.m_bRenderWhenUnoccluded = false;
if (Settings.Glow.FullBloom) currGlowObject.m_bFullBloom = true;
MemoryManager.WriteMemory<Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
}
}
if (Settings.Glow.Allies && glowEntity.Team.IsMyTeam())
{
if (Settings.Glow.PlayerColorMode == 0)
{
Structs.Glow_t currGlowObject = MemoryManager.ReadMemory<Structs.Glow_t>((gObject + (i * 0x38) + 0x4));
Color color = Extensions.Colors.FromHealth(glowEntity.Health / 100f);
currGlowObject.r = color.R / 255f;
currGlowObject.g = color.G / 255f;
currGlowObject.b = color.B / 255f;
currGlowObject.a = Settings.Glow.Allies_Color_A / 255f;
currGlowObject.m_bRenderWhenOccluded = true;
currGlowObject.m_bRenderWhenUnoccluded = false;
if (Settings.Glow.FullBloom) currGlowObject.m_bFullBloom = true;
MemoryManager.WriteMemory<Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
}
else if (Settings.Glow.PlayerColorMode == 1)
{
Structs.Glow_t currGlowObject = MemoryManager.ReadMemory<Structs.Glow_t>((gObject + (i * 0x38) + 0x4));
currGlowObject.r = Settings.Glow.Allies_Color_R / 255f;
currGlowObject.g = Settings.Glow.Allies_Color_G / 255f;
currGlowObject.b = Settings.Glow.Allies_Color_B / 255f;
currGlowObject.a = Settings.Glow.Allies_Color_A / 255f;
currGlowObject.m_bRenderWhenOccluded = true;
currGlowObject.m_bRenderWhenUnoccluded = false;
if (Settings.Glow.FullBloom) currGlowObject.m_bFullBloom = true;
MemoryManager.WriteMemory<Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
}
}
}
}
}
}
}

