Glow Function

Posts 16–19 of 19 · Page 2 of 2
Quote Originally Posted by MemoryThePast View Post
Code:
#define m_GlowFunc 0x00000 // CShell_x64.dll = Pattern: 48 ?? ?? ?? ?? 57 ?? ?? ?? ?? 48 8B ?? ?? ?? ?? ?? 0F B6 F2 48 8D ?? ?? ?? ?? ?? || String: PlayerOutLineRender 1

typedef void(__fastcall* GlowFn)(__int64, unsigned int __int8);

// =========================== [ Glow Function ] ========================== //
GlowFn GFn = (GlowFn)(this->GetCShellx64Instance() + m_GlowFunc);
if (IsValidPointer(GFn) && GFn != NULL && GFn != nullptr) // well?
{
	if (GetAsyncKeyState(VK_F10) & 1) GlowKey = (!GlowKey);
	if (GlowKey && IsObjectReadyForHook()) // IsObjectReadyForHook = Object_x64.dll its useful tho for simple ingame checking, i add this thing to prevent a bug in storage where you get a BIG CHARACTER like crazy XD.
	{
		GFn(1, 1);
	}
	else
	{
		GFn(0, 0);
	}
}
Credits: @dreek1 @vaisefud3
idk if there is something i forgot to give credits please comment here ^_^.

btw i post this for someone who needs and i'm trying to help

you can share GetCShellx64Instance & IsValidPointer?


edit:

is correct?

DWORD GetInstance()
{
if (GetModuleHandleA("CShell_x64.dll") != NULL)
return (DWORD64)GetModuleHandleA("CShell_x64.dll");
}
Quote Originally Posted by VRXX View Post
you can share GetCShellx64Instance & IsValidPointer?


edit:

is correct?

DWORD GetInstance()
{
if (GetModuleHandleA("CShell_x64.dll") != NULL)
return (DWORD64)GetModuleHandleA("CShell_x64.dll");
}
IsValidPointer = IsBadReadPtr
AAAH OK, btw do you have aob for GLOWTHICKNESS
Quote Originally Posted by MemoryThePast View Post
Code:
#define m_GlowFunc 0x00000 // CShell_x64.dll = Pattern: 48 ?? ?? ?? ?? 57 ?? ?? ?? ?? 48 8B ?? ?? ?? ?? ?? 0F B6 F2 48 8D ?? ?? ?? ?? ?? || String: PlayerOutLineRender 1

typedef void(__fastcall* GlowFn)(__int64, unsigned int __int8);

// =========================== [ Glow Function ] ========================== //
GlowFn GFn = (GlowFn)(this->GetCShellx64Instance() + m_GlowFunc);
if (IsValidPointer(GFn) && GFn != NULL && GFn != nullptr) // well?
{
	if (GetAsyncKeyState(VK_F10) & 1) GlowKey = (!GlowKey);
	if (GlowKey && IsObjectReadyForHook()) // IsObjectReadyForHook = Object_x64.dll its useful tho for simple ingame checking, i add this thing to prevent a bug in storage where you get a BIG CHARACTER like crazy XD.
	{
		GFn(1, 1);
	}
	else
	{
		GFn(0, 0);
	}
}
Credits: @dreek1 @vaisefud3
idk if there is something i forgot to give credits please comment here ^_^.

btw i post this for someone who needs and i'm trying to help


vâng tôi đã thử nó ở CFPH vÃ* nó hoạt động tốt, cảm ơn bạn
Posts 16–19 of 19 · Page 2 of 2

Post a Reply

Similar Threads

Tags for this Thread

None

Need help?