The 5 days delay seems weird to me, when i started to make hacks, it was 1-2 days.

I loop through the code and almost everything looks fine, but i'd read the glow as a struct. I suggest you to check out glow_outline_effect.h and the .cpp in the SDK. I'll just paste it here.
My suggestion is to read the struct, then modify that and then write the modified struct to the memory. It won't make any difference, but it's the best way to do it, faster and cleaner.
The struct looks like this:
Code:
struct GlowObject_t
{
void* m_pEntity; //0000
float m_flGlowRed; //0004
float m_flGlowGreen; //0008
float m_flGlowBlue; //000C
float m_flGlowAlpha; //0010
unsigned char unk0[0x10]; //0014
bool m_bRenderWhenOccluded; //0024
bool m_bRenderWhenUnoccluded; //0025
unsigned char unk2[0x12]; //0026
};
Credits: Valve
And i saw one more problem in getting the entitybase, why did you make EntityBase (never ever use that) and EntityBase2?
Code:
And it's wrong:
Mem.Read<DWORD>(dwClientDLL + Offsets.dwEntityList + i * Offsets.EntLoopDist);
It have to be read like this in the loop:
Mem.Read<DWORD>(dwClientDLL + Offsets.dwEntityList + (i-1) * Offsets.EntLoopDist);
And in the triggerbot just simulate a click, there is no need to write memory there. (it won't make any difference, just my opinion + you don't have to update the offset)
And check out threading
And never give up. That's all, i hope i could help.