
void Glow()
{
while (true)
{
Sleep(1);
Me.dwBaseEntity = csgo.Read<DWORD>(ClientPanorama.dwBaseModule + offset.dwLocalPlayer);
Me.Team = csgo.Read<int>(Me.dwBaseEntity + offset.m_iTeamNum);
for (int i = 0; i < 64; i++)
{
Sleep(1);
Players[i].dwBaseEntity = csgo.Read<DWORD>(ClientPanorama.dwBaseModule + offset.dwEntityList + i * 0x10);
Players[i].Team = csgo.Read<int>(Players[i].dwBaseEntity + offset.m_iTeamNum);
int GlowIndex = csgo.Read<int>(Players[i].dwBaseEntity + offset.m_iGlowIndex);
DWORD GlowObject = csgo.Read<DWORD>(ClientPanorama.dwBaseModule + offset.dwGlowObjectManager);
if (Me.Team == Players[i].Team)
{
cout << "Same Team!" << endl;
csgo.Write<float>(GlowObject + (GlowIndex * 0x38) + 0x4, MyGlow.R);
csgo.Write<float>(GlowObject + (GlowIndex * 0x38) + 0x8, MyGlow.G);
csgo.Write<float>(GlowObject + (GlowIndex * 0x38) + 0xC, MyGlow.B);
csgo.Write<float>(GlowObject + (GlowIndex * 0x38) + 0x10, MyGlow.Alpha);
csgo.Write<bool>(GlowObject + (GlowIndex * 0x38) + 0x24, MyGlow.RenderWhenOccluded);
csgo.Write<bool>(GlowObject + (GlowIndex * 0x38) + 0x25, MyGlow.RenderWhenUnoccluded);
}
else
{
cout << "NOOOOOT Same Team!" << endl;
csgo.Write<float>(GlowObject + (GlowIndex * 0x38) + 0x4, EnemyGlow.R);
csgo.Write<float>(GlowObject + (GlowIndex * 0x38) + 0x8, EnemyGlow.G);
csgo.Write<float>(GlowObject + (GlowIndex * 0x38) + 0xC, EnemyGlow.B);
csgo.Write<float>(GlowObject + (GlowIndex * 0x38) + 0x10, EnemyGlow.Alpha);
csgo.Write<bool>(GlowObject + (GlowIndex * 0x38) + 0x24, EnemyGlow.RenderWhenOccluded);
csgo.Write<bool>(GlowObject + (GlowIndex * 0x38) + 0x25, EnemyGlow.RenderWhenUnoccluded);
}
}
}
}
struct structGlow
{
float R;
float G;
float B;
float Alpha;
bool RenderWhenOccluded;
bool RenderWhenUnoccluded;
};
struct structModule
{
DWORD dwBaseModule;
DWORD dwSizeModule;
} ClientPanorama;
struct structEntity
{
DWORD dwBaseEntity;
DWORD GlowIndex;
int Team;
bool isDormant;
} Me, Players[64];
var.GlowPointer = ReadMem<DWORD>(ClientPanorama.dwBase + offsets.dwGlowObjectManager); DWORD GlowObject = ReadMem<DWORD>(var.GlowPointer + i * var.GlowObjLoopDist); //Look in your PM's for a more detailed explanation.
csgo.Write<float>(GlowObject + (GlowIndex * 0x38) + 0x4, Me.Team == Players[i].Team ? MyGlow.r : EnemyGlow.r); csgo.Write<float>(GlowObject + (GlowIndex * 0x38) + 0x8, Me.Team == Players[i].Team ? MyGlow.g : EnemyGlow.g); csgo.Write<float>(GlowObject + (GlowIndex * 0x38) + 0xC, Me.Team == Players[i].Team ? MyGlow.b : EnemyGlow.b); csgo.Write<float>(GlowObject + (GlowIndex * 0x38) + 0x10, Me.Team == Players[i].Team ? MyGlow.a : EnemyGlow.a); csgo.Write<bool>(GlowObject + (GlowIndex * 0x38) + 0x24, Me.Team == Players[i].Team ? MyGlow.RenderWhenOccluded : EnemyGlow.RenderWhenOccluded); csgo.Write<bool>(GlowObject + (GlowIndex * 0x38) + 0x25, Me.Team == Players[i].Team ? MyGlow.RenderWhenUnoccluded : EnemyGlow.RenderWhenUnoccluded);
DWORD GlowObject = ReadMem<DWORD>(var.GlowPointer + i * var.GlowObjLoopDist);
void Glow()
{
while (true)
{
Sleep(1);
DROWD localPlayerAddr = csgo.Read<DWORD>(ClientPanorama.dwBaseModule + offset.dwLocalPlayer);
if (localPlayerAddr == NULL)
{
continue;
}
int localPlayerTeamId = csgo.Read<int>(localPlayerAddr + offset.m_iTeamNum);
if (localPlayerTeamId < 1 || localPlayerTeamId > 3) //localplayer has no team (1 = spec, 2 = t, 3 = ct)
{
continue;
}
DWORD glowObjectBase = csgo.Read<DWORD>(ClientPanorama.dwBaseModule + offset.dwGlowObjectManager);
if (glowObjectBase == NULL)
{
continue;
}
for (int i = 0; i < 64; i++)
{
DWORD playerAddr = csgo.Read<DWORD>(ClientPanorama.dwBaseModule + offset.dwEntityList + i * 0x10);
if (playerAddr == NULL) //player doesnt exist in entitylist
{
continue;
}
bool playerDormant = csgo.Read<bool>(playerAddr + offset.m_bDormant);
if (playerDormant) //player is dormant => dont glow him
{
continue;
}
int playerHealth = csgo.Read<int>(playerAddr + offset.m_iHealth);
if (playerHealth <= 0) //player is dead => dont glow him
{
continue;
}
int playerTeamId = csgo.Read<int>(playerAddr + offset.m_iTeamNum);
if (playerTeamId != 2 || playerTeamId != 3) //player has no team => dont glow him
{
continue;
}
int playerGlowIndex = csgo.Read<int>(playerAddr + offset.m_iGlowIndex);
DROWD playerGlowAddr = glowObjectBase + playerGlowIndex * 0x38;
if (localPlayerTeamId == playerTeamId)
{
cout << "Same Team!" << endl;
csgo.Write<float>(playerGlowAddr + 0x4, MyGlow.R);
csgo.Write<float>(playerGlowAddr + 0x8, MyGlow.G);
csgo.Write<float>(playerGlowAddr + 0xC, MyGlow.B);
csgo.Write<float>(playerGlowAddr + 0x10, MyGlow.Alpha);
csgo.Write<bool>(playerGlowAddr + 0x24, MyGlow.RenderWhenOccluded);
csgo.Write<bool>(playerGlowAddr + 0x25, MyGlow.RenderWhenUnoccluded);
}
else
{
cout << "NOOOOOT Same Team!" << endl;
csgo.Write<float>(playerGlowAddr + 0x4, EnemyGlow.R);
csgo.Write<float>(playerGlowAddr + 0x8, EnemyGlow.G);
csgo.Write<float>(playerGlowAddr + 0xC, EnemyGlow.B);
csgo.Write<float>(playerGlowAddr + 0x10, EnemyGlow.Alpha);
csgo.Write<bool>(playerGlowAddr + 0x24, EnemyGlow.RenderWhenOccluded);
csgo.Write<bool>(playerGlowAddr + 0x25, EnemyGlow.RenderWhenUnoccluded);
}
}
}
}
if (playerTeamId != 2 || playerTeamId != 3) //player has no team => dont glow him
{
continue;
}
struct structGlow
{
float R;
float G;
float B;
float Alpha;
bool RenderWhenOccluded;
bool RenderWhenUnoccluded;
};
struct structModule
{
DWORD dwBaseModule;
DWORD dwSizeModule;
} ClientPanorama;
struct structEntity
{
DWORD dwBaseEntity;
DWORD GlowIndex;
int Team;
bool Dormant;
int Health;
} Me, Players[64];
void Glow()
{
while (true)
{
Sleep(1);
Me.dwBaseEntity = csgo.Read<DWORD>(ClientPanorama.dwBaseModule + offset.dwLocalPlayer);
Me.Team = csgo.Read<int>(Me.dwBaseEntity + offset.m_iTeamNum);
DWORD GlowPointer = csgo.Read<DWORD>(ClientPanorama.dwBaseModule + offset.dwGlowObjectManager);
DWORD ObjectCount = csgo.Read<DWORD>(ClientPanorama.dwBaseModule + offset.dwGlowObjectManager + 0x4);
for (int i = 0; i < ObjectCount; i++)
{
Sleep(1);
Players[i].dwBaseEntity = csgo.Read<DWORD>(ClientPanorama.dwBaseModule + offset.dwEntityList + i * 0x10);
Players[i].Team = csgo.Read<int>(Players[i].dwBaseEntity + offset.m_iTeamNum);
DWORD GlowIndex = csgo.Read<DWORD>(Players[i].dwBaseEntity + offset.m_iGlowIndex);
DWORD GlowObject = csgo.Read<DWORD>(GlowPointer + i * 0x38);
if (Players[i].dwBaseEntity == 0) //Checks if the player entity exists
{
continue;
}
Players[i].Dormant = csgo.Read<bool>(Players[i].dwBaseEntity + offset.m_bDormant);
if (Players[i].Dormant == true) //Checks if player is dormant = not rendered
{
continue;
}
Players[i].Health = csgo.Read<int>(Players[i].dwBaseEntity + offset.m_iHealth);
if (Players[i].Health <= 0) //Checks if player is dead
{
continue;
}
if (Players[i].Team != 2 && Players[i].Team != 3) //Checks if the player has a team (Spectator: 1, CT: 2, T: 3)
{
continue;
}
if (Me.Team == Players[i].Team)
{
csgo.Write<float>(GlowPointer + (GlowIndex * 0x38) + 0x4, MyGlow.R);
csgo.Write<float>(GlowPointer + (GlowIndex * 0x38) + 0x8, MyGlow.G);
csgo.Write<float>(GlowPointer + (GlowIndex * 0x38) + 0xC, MyGlow.B);
csgo.Write<float>(GlowPointer + (GlowIndex * 0x38) + 0x10, MyGlow.Alpha);
csgo.Write<bool>(GlowPointer + (GlowIndex * 0x38) + 0x24, MyGlow.RenderWhenOccluded);
csgo.Write<bool>(GlowPointer + (GlowIndex * 0x38) + 0x25, MyGlow.RenderWhenUnoccluded);
}
else
{
cout << Players[i].GlowIndex << endl;
csgo.Write<float>(GlowPointer + (GlowIndex * 0x38) + 0x4, EnemyGlow.R);
csgo.Write<float>(GlowPointer + (GlowIndex * 0x38) + 0x8, EnemyGlow.G);
csgo.Write<float>(GlowPointer + (GlowIndex * 0x38) + 0xC, EnemyGlow.B);
csgo.Write<float>(GlowPointer + (GlowIndex * 0x38) + 0x10, EnemyGlow.Alpha);
csgo.Write<bool>(GlowPointer + (GlowIndex * 0x38) + 0x24, EnemyGlow.RenderWhenOccluded);
csgo.Write<bool>(GlowPointer + (GlowIndex * 0x38) + 0x25, EnemyGlow.RenderWhenUnoccluded);
}
}
}
}
struct structGlow
{
float R,
G,
B,
Alpha;
bool RenderWhenOccluded,
RenderWhenUnoccluded;
};
struct structModule
{
DWORD dwBaseModule,
dwSizeModule;
} ClientPanorama;
struct structEntity
{
DWORD dwBaseEntity;
int GlowIndex,
Team,
Health;
bool Dormant;
} Me, Players[64];
void Glow()
{
while (true)
{
Me.dwBaseEntity = csgo.Read<DWORD>(ClientPanorama.dwBaseModule + offset.dwLocalPlayer);
Me.Team = csgo.Read<int>(Me.dwBaseEntity + offset.m_iTeamNum);
DWORD GlowPointer = csgo.Read<DWORD>(ClientPanorama.dwBaseModule + offset.dwGlowObjectManager);
int ObjectCount = csgo.Read<int>(ClientPanorama.dwBaseModule + offset.dwGlowObjectManager + 0x4);
for (auto i = 0; i < ObjectCount; i++)
{
Players[i].dwBaseEntity = csgo.Read<DWORD>(ClientPanorama.dwBaseModule + offset.dwEntityList + i * 0x10);
Players[i].Team = csgo.Read<int>(Players[i].dwBaseEntity + offset.m_iTeamNum);
Players[i].GlowIndex = csgo.Read<int>(Players[i].dwBaseEntity + offset.m_iGlowIndex);
DWORD GlowObject = csgo.Read<DWORD>(GlowPointer + i * 0x38);
if (Players[i].dwBaseEntity == 0) //Checks if the player entity exists
continue;
Players[i].Dormant = csgo.Read<bool>(Players[i].dwBaseEntity + offset.m_bDormant);
if (Players[i].Dormant) //Checks if player is dormant = not rendered
continue;
Players[i].Health = csgo.Read<int>(Players[i].dwBaseEntity + offset.m_iHealth);
if (Players[i].Health <= 0) //Checks if player is dead
continue;
if (Players[i].Team != 2 &&
Players[i].Team != 3) //Checks if the player has a team (Spectator: 1, CT: 2, T: 3)
continue;
csgo.Write<float>(GlowObject + (Players[i].GlowIndex * 0x38) + 0x4, Me.Team == Players[i].Team ? MyGlow.r : EnemyGlow.r);
csgo.Write<float>(GlowObject + (Players[i].GlowIndex * 0x38) + 0x8, Me.Team == Players[i].Team ? MyGlow.g : EnemyGlow.g);
csgo.Write<float>(GlowObject + (Players[i].GlowIndex * 0x38) + 0xC, Me.Team == Players[i].Team ? MyGlow.b : EnemyGlow.b);
csgo.Write<float>(GlowObject + (Players[i].GlowIndex * 0x38) + 0x10, Me.Team == Players[i].Team ? MyGlow.a : EnemyGlow.a);
csgo.Write<bool>(GlowObject + (Players[i].GlowIndex * 0x38) + 0x24, Me.Team == Players[i].Team ? MyGlow.RenderWhenOccluded : EnemyGlow.RenderWhenOccluded);
csgo.Write<bool>(GlowObject + (Players[i].GlowIndex * 0x38) + 0x25, Me.Team == Players[i].Team ? MyGlow.RenderWhenUnoccluded : EnemyGlow.RenderWhenUnoccluded);
}
}
}

Players[i].Health = csgo.Read<int>(Players[i].dwBaseEntity + offset.m_iHealth);
dwLocalPlayer = 0xCF1A3C, dwEntityList = 0x4D03AE4, dwGlowObjectManager = 0x5243EB0, m_iTeamNum = 0xF4, m_iHealth = 0x100, m_iGlowIndex = 0xA40C, Dormant = 0xED;

//Read / RPM function template
template <class T>
T Read(DWORD MemoryAddress)
{
T ReadOutput;
ReadProcessMemory(hProcess, (LPVOID)MemoryAddress, &ReadOutput, sizeof(T), NULL);
return ReadOutput;
}
//Write / WPM function template
template <class T>
bool Write(DWORD MemoryAddress, T WriteInput)
{
if (WriteProcessMemory(hProcess, (LPVOID)MemoryAddress, &WriteInput, sizeof(T), NULL) == true)
{
return true;
}
else
{
return false;
}
}
template <class t>
void Write(const DWORD address, const t x)
{
WriteProcessMemory(hProcess, (LPBYTE*)address, &x, sizeof(x), NULL);
}
template <class t>
t Read(const DWORD address)
{
t x;
ReadProcessMemory(hProcess, (LPBYTE*)address, &x, sizeof(x), NULL);
return x;
}
//Try this and see if it works. I coded it in notepad so you may need to debug it.
void Glow()
{
while (true)
{
Me.dwBaseEntity = csgo.Read<DWORD>(ClientPanorama.dwBaseModule + offset.dwLocalPlayer);
Me.Team = csgo.Read<int>(Me.dwBaseEntity + offset.m_iTeamNum);
DWORD GlowPointer = csgo.Read<DWORD>(ClientPanorama.dwBaseModule + offset.dwGlowObjectManager);
int ObjectCount = csgo.Read<int>(ClientPanorama.dwBaseModule + offset.dwGlowObjectManager + 0x4);
for (auto i = 0; i < ObjectCount; i++)
{
DWORD GlowObject = csgo.Read<DWORD>(GlowPointer + i * 0x38);
if (GlowObject == NULL) //Checks if the player entity exists
continue;
Players[i].Team = csgo.Read<int>(GlowObject + offset.m_iTeamNum);
if (Players[i].Team != 2 &&
Players[i].Team != 3) //Checks if the player has a team (Spectator: 1, CT: 2, T: 3)
continue;
Players[i].Dormant = csgo.Read<bool>(GlowObject + offset.m_bDormant);
if (Players[i].Dormant) //Checks if player is dormant = not rendered
continue;
Players[i].Health = csgo.Read<int>(GlowObject + offset.m_iHealth);
if (Players[i].Health <= 0) //Checks if player is dead
continue;
csgo.Write<float>(GlowObject + (i * 0x38) + 0x4, Me.Team == Players[i].Team ? MyGlow.r : EnemyGlow.r);
csgo.Write<float>(GlowObject + (i * 0x38) + 0x8, Me.Team == Players[i].Team ? MyGlow.g : EnemyGlow.g);
csgo.Write<float>(GlowObject + (i * 0x38) + 0xC, Me.Team == Players[i].Team ? MyGlow.b : EnemyGlow.b);
csgo.Write<float>(GlowObject + (i * 0x38) + 0x10, Me.Team == Players[i].Team ? MyGlow.a : EnemyGlow.a);
csgo.Write<bool>(GlowObject + (i * 0x38) + 0x24, Me.Team == Players[i].Team ? MyGlow.RenderWhenOccluded : EnemyGlow.RenderWhenOccluded);
csgo.Write<bool>(GlowObject + (i * 0x38) + 0x25, Me.Team == Players[i].Team ? MyGlow.RenderWhenUnoccluded : EnemyGlow.RenderWhenUnoccluded);
}
}
}