#NoTrayIcon #RequireAdmin #region ;**** Directives created by AutoIt3Wrapper_GUI **** #AutoIt3Wrapper_UseUpx=n #AutoIt3Wrapper_Run_Obfuscator=y #endregion ;**** Directives created by AutoIt3Wrapper_GUI **** #include #include "MetroGUI-UDF\MetroGUI_UDF.au3" #include #include #include #include #include #include #include If @compiled Then If $cmdline[0] = 0 Then Run(@ScriptFullPath & " /ErrorStdOut /restarted") Exit EndIf EndIf HotKeySet("{INS}", "_OnTop") Global $OnTop = 0 Global $Config = "settings.cfg" Global $GlowList = "Terrorist|Defuser|Weapon|HE Grenade|Thrown HE Grenade|Flashbang|Thrown Flashbang|Smoke Grenade|Thrown Smoke Grenade|Decoy|Thrown Decoy|Molotov|Thrown Molotov" Global $Client = 0, $Engine = 0 $Exename = "" Dim $aSpace[3] For $i = 1 To 25 $aSpace[0] = Chr(Random(65, 90, 1)) ;A-Z $aSpace[1] = Chr(Random(97, 122, 1)) ;a-z $aSpace[2] = Chr(Random(48, 57, 1)) ;0-9 $Exename &= $aSpace[Random(0, 2, 1)] Next _SetTheme() _Metro_EnableHighDPIScaling() Global $GUI = _Metro_CreateGUI($Exename, 700, 400, -1, -1, True) _Metro_SetGUIOption($GUI, True, False) $Control_Buttons = _Metro_AddControlButtons(True, False, False, False, False) $GUI_CLOSE_BUTTON = $Control_Buttons[0] $GUI_MAXIMIZE_BUTTON = $Control_Buttons[1] $GUI_RESTORE_BUTTON = $Control_Buttons[2] $GUI_MINIMIZE_BUTTON = $Control_Buttons[3] $GUI_FULLSCREEN_BUTTON = $Control_Buttons[4] $GUI_FSRestore_BUTTON = $Control_Buttons[5] $GUI_MENU_BUTTON = $Control_Buttons[6] _Metro_SetGUIOption($GUI, True, False) GUICtrlCreateLabel("Advanced Glow v1.4 by Flo", 32, 12, 250, 21) GUICtrlSetFont(-1, 14, 800, 0, "Calibri") GUICtrlSetBkColor(-1, $GUI_BKCOLOR_TRANSPARENT) GUICtrlSetColor(-1, 0xFFFFFF) GUICtrlCreateGroup("General", 32, 52, 200, 300) DllCall("UxTheme.dll", "int", "SetWindowTheme", "hwnd", GUICtrlGetHandle(-1), "wstr", 0, "wstr", 0) GUICtrlSetColor(-1, 0xFFFFFF) Global $GlowCheckbox = _Metro_CreateCheckbox("Glow", 56, 84, 70, 24) Global $EnemyOnlyCheckbox = _Metro_CreateCheckbox("Enemy Only", 56, 126, 116, 24) Global $HealthGlowCheckbox = _Metro_CreateCheckbox("Health Glow", 56, 168, 120, 24) Global $DefuseGlowCheckbox = _Metro_CreateCheckbox("Defuse Glow", 56, 208, 120, 24) Global $WeaponGlowCheckbox = _Metro_CreateCheckbox("Weapon Glow", 56, 250, 130, 24) Global $NadeGlowCheckbox = _Metro_CreateCheckbox("Nade Glow", 56, 292, 110, 24) GUICtrlCreateGroup("", -99, -99, 1, 1) GUICtrlCreateGroup("Color", 237, 52, 430, 300) DllCall("UxTheme.dll", "int", "SetWindowTheme", "hwnd", GUICtrlGetHandle(-1), "wstr", 0, "wstr", 0) GUICtrlSetColor(-1, 0xFFFFFF) GUICtrlCreateLabel("Entity:", 261, 84, 70, 21) GUICtrlSetFont(-1, 12, 400, 0, "Calibri") GUICtrlSetBkColor(-1, $GUI_BKCOLOR_TRANSPARENT) GUICtrlSetColor(-1, 0xFFFFFF) $EntityCombo = GUICtrlCreateCombo("Counter-Terrorist", 325, 84, 145, 21, BitOR($CBS_DROPDOWNLIST, $CBS_AUTOHSCROLL, $WS_VSCROLL)) GUICtrlSetData(-1, $GlowList) GUICtrlCreateLabel("Red:", 261, 126, 50, 21) GUICtrlSetFont(-1, 12, 400, 0, "Calibri") GUICtrlSetBkColor(-1, $GUI_BKCOLOR_TRANSPARENT) GUICtrlSetColor(-1, 0xFFFFFF) $RedSlider = GUICtrlCreateSlider(320, 124, 255, 25) GUICtrlSetLimit(-1, 255, 0) GUICtrlSetBkColor(-1, 0x212121) $RedOut = GUICtrlCreateLabel("0", 590, 126, 50, 21) GUICtrlSetFont(-1, 12, 400, 0, "Calibri") GUICtrlSetBkColor(-1, $GUI_BKCOLOR_TRANSPARENT) GUICtrlSetColor(-1, 0xFFFFFF) GUICtrlCreateLabel("Green:", 261, 168, 50, 21) GUICtrlSetFont(-1, 12, 400, 0, "Calibri") GUICtrlSetBkColor(-1, $GUI_BKCOLOR_TRANSPARENT) GUICtrlSetColor(-1, 0xFFFFFF) $GreenSlider = GUICtrlCreateSlider(320, 166, 255, 25) GUICtrlSetLimit(-1, 255, 0) GUICtrlSetBkColor(-1, 0x212121) $GreenOut = GUICtrlCreateLabel("0", 590, 168, 50, 21) GUICtrlSetFont(-1, 12, 400, 0, "Calibri") GUICtrlSetBkColor(-1, $GUI_BKCOLOR_TRANSPARENT) GUICtrlSetColor(-1, 0xFFFFFF) GUICtrlCreateLabel("Blue:", 261, 208, 50, 21) GUICtrlSetFont(-1, 12, 400, 0, "Calibri") GUICtrlSetBkColor(-1, $GUI_BKCOLOR_TRANSPARENT) GUICtrlSetColor(-1, 0xFFFFFF) $BlueSlider = GUICtrlCreateSlider(320, 206, 255, 25) GUICtrlSetLimit(-1, 255, 0) GUICtrlSetBkColor(-1, 0x212121) GUICtrlSetData(-1, 255) $BlueOut = GUICtrlCreateLabel("0", 590, 208, 50, 21) GUICtrlSetFont(-1, 12, 400, 0, "Calibri") GUICtrlSetBkColor(-1, $GUI_BKCOLOR_TRANSPARENT) GUICtrlSetColor(-1, 0xFFFFFF) GUICtrlCreateLabel("Alpha:", 261, 250, 50, 21) GUICtrlSetFont(-1, 12, 400, 0, "Calibri") GUICtrlSetBkColor(-1, $GUI_BKCOLOR_TRANSPARENT) GUICtrlSetColor(-1, 0xFFFFFF) $AlphaSlider = GUICtrlCreateSlider(320, 248, 255, 25) GUICtrlSetLimit(-1, 255, 0) GUICtrlSetBkColor(-1, 0x212121) GUICtrlSetData(-1, 255) $AlphaOut = GUICtrlCreateLabel("0", 590, 250, 50, 21) GUICtrlSetFont(-1, 12, 400, 0, "Calibri") GUICtrlSetBkColor(-1, $GUI_BKCOLOR_TRANSPARENT) GUICtrlSetColor(-1, 0xFFFFFF) GUICtrlCreateLabel("Color:", 261, 292, 50, 21) GUICtrlSetFont(-1, 12, 400, 0, "Calibri") GUICtrlSetBkColor(-1, $GUI_BKCOLOR_TRANSPARENT) GUICtrlSetColor(-1, 0xFFFFFF) $ColorOutput = GUICtrlCreateLabel("", 330, 292, 240, 21) GUICtrlSetFont(-1, 12, 400, 0, "Calibri") GUICtrlCreateGroup("", -99, -99, 1, 1) GUICtrlSetData($RedSlider, IniRead($Config, "Counter-Terrorist", "Red", "0")) GUICtrlSetData($RedOut, IniRead($Config, "Counter-Terrorist", "Red", "0")) GUICtrlSetData($GreenSlider, IniRead($Config, "Counter-Terrorist", "Green", "0")) GUICtrlSetData($GreenOut, IniRead($Config, "Counter-Terrorist", "Green", "0")) GUICtrlSetData($BlueSlider, IniRead($Config, "Counter-Terrorist", "Blue", "0")) GUICtrlSetData($BlueOut, IniRead($Config, "Counter-Terrorist", "Blue", "0")) GUICtrlSetData($AlphaSlider, IniRead($Config, "Counter-Terrorist", "Alpha", "210")) GUICtrlSetData($AlphaOut, IniRead($Config, "Counter-Terrorist", "Alpha", "210")) GUICtrlSetBkColor($ColorOutput, "0x" & Hex(GUICtrlRead($RedSlider), 2) & Hex(GUICtrlRead($GreenSlider), 2) & Hex(GUICtrlRead($BlueSlider), 2)) _LoadConfig() GUISetState(@SW_SHOW) While 1 If ControlGetFocus($GUI) Then _Metro_HoverCheck_Loop($GUI) $nMsg = GUIGetMsg() Switch $nMsg Case $GUI_EVENT_CLOSE, $GUI_CLOSE_BUTTON If ProcessExists("csgo.exe") Then $EngineBase = _MemoryRead($Engine + $EnginePointer, $Process, "dword") $IsConnected = _MemoryRead($EngineBase + $IsIngame, $Process, "dword") If $IsConnected = 6 Then _MemoryWrite($EngineBase + $nForceFullUpdate, $Process, -1, "int") EndIf _MemoryWrite($Client + $UpdateSpecGlow, $Process, 0x74, "byte") EndIf _Metro_GUIDelete($GUI) Exit Case $EntityCombo $SelectedEntity = GUICtrlRead($EntityCombo) GUICtrlSetData($RedSlider, IniRead($Config, $SelectedEntity, "Red", "0")) GUICtrlSetData($RedOut, IniRead($Config, $SelectedEntity, "Red", "0")) GUICtrlSetData($GreenSlider, IniRead($Config, $SelectedEntity, "Green", "0")) GUICtrlSetData($GreenOut, IniRead($Config, $SelectedEntity, "Green", "0")) GUICtrlSetData($BlueSlider, IniRead($Config, $SelectedEntity, "Blue", "0")) GUICtrlSetData($BlueOut, IniRead($Config, $SelectedEntity, "Blue", "0")) GUICtrlSetData($AlphaSlider, IniRead($Config, $SelectedEntity, "Alpha", "210")) GUICtrlSetData($AlphaOut, IniRead($Config, $SelectedEntity, "Alpha", "210")) GUICtrlSetBkColor($ColorOutput, "0x" & Hex(GUICtrlRead($RedSlider), 2) & Hex(GUICtrlRead($GreenSlider), 2) & Hex(GUICtrlRead($BlueSlider), 2)) Case $GlowCheckbox If _Metro_CheckboxIsChecked($GlowCheckbox) Then _Metro_CheckboxUnCheck($GlowCheckbox) IniWrite($Config, "Glow", "Glow", "0") Global $Glow = 0 If ProcessExists("csgo.exe") Then $EngineBase = _MemoryRead($Engine + $EnginePointer, $Process, "dword") $IsConnected = _MemoryRead($EngineBase + $IsIngame, $Process, "dword") If $IsConnected = 6 Then _MemoryWrite($EngineBase + $nForceFullUpdate, $Process, -1, "int") EndIf EndIf Else _Metro_CheckboxCheck($GlowCheckbox) IniWrite($Config, "Glow", "Glow", "1") Global $Glow = 1 EndIf Case $EnemyOnlyCheckbox If _Metro_CheckboxIsChecked($EnemyOnlyCheckbox) Then _Metro_CheckboxUnCheck($EnemyOnlyCheckbox) IniWrite($Config, "Glow", "Enemy Only", "0") Global $EnemyOnly = 0 Else _Metro_CheckboxCheck($EnemyOnlyCheckbox) IniWrite($Config, "Glow", "Enemy Only", "1") Global $EnemyOnly = 1 EndIf Case $HealthGlowCheckbox If _Metro_CheckboxIsChecked($HealthGlowCheckbox) Then _Metro_CheckboxUnCheck($HealthGlowCheckbox) IniWrite($Config, "Glow", "Health Glow", "0") Global $HealthGlow = 0 Else _Metro_CheckboxCheck($HealthGlowCheckbox) IniWrite($Config, "Glow", "Health Glow", "1") Global $HealthGlow = 1 EndIf Case $DefuseGlowCheckbox If _Metro_CheckboxIsChecked($DefuseGlowCheckbox) Then _Metro_CheckboxUnCheck($DefuseGlowCheckbox) IniWrite($Config, "Glow", "Defuse Glow", "0") Global $DefuseGlow = 0 If ProcessExists("csgo.exe") Then $EngineBase = _MemoryRead($Engine + $EnginePointer, $Process, "dword") $IsConnected = _MemoryRead($EngineBase + $IsIngame, $Process, "dword") If $IsConnected = 6 Then _MemoryWrite($EngineBase + $nForceFullUpdate, $Process, -1, "int") EndIf EndIf Else _Metro_CheckboxCheck($DefuseGlowCheckbox) IniWrite($Config, "Glow", "Defuse Glow", "1") Global $DefuseGlow = 1 EndIf Case $WeaponGlowCheckbox If _Metro_CheckboxIsChecked($WeaponGlowCheckbox) Then _Metro_CheckboxUnCheck($WeaponGlowCheckbox) IniWrite($Config, "Glow", "Weapon Glow", "0") Global $WeaponGlow = 0 If ProcessExists("csgo.exe") Then $EngineBase = _MemoryRead($Engine + $EnginePointer, $Process, "dword") $IsConnected = _MemoryRead($EngineBase + $IsIngame, $Process, "dword") If $IsConnected = 6 Then _MemoryWrite($EngineBase + $nForceFullUpdate, $Process, -1, "int") EndIf EndIf Else _Metro_CheckboxCheck($WeaponGlowCheckbox) IniWrite($Config, "Glow", "Weapon Glow", "1") Global $WeaponGlow = 1 EndIf Case $NadeGlowCheckbox If _Metro_CheckboxIsChecked($NadeGlowCheckbox) Then _Metro_CheckboxUnCheck($NadeGlowCheckbox) IniWrite($Config, "Glow", "Nade Glow", "0") Global $NadeGlow = 0 If ProcessExists("csgo.exe") Then $EngineBase = _MemoryRead($Engine + $EnginePointer, $Process, "dword") $IsConnected = _MemoryRead($EngineBase + $IsIngame, $Process, "dword") If $IsConnected = 6 Then _MemoryWrite($EngineBase + $nForceFullUpdate, $Process, -1, "int") EndIf EndIf Else _Metro_CheckboxCheck($NadeGlowCheckbox) IniWrite($Config, "Glow", "Nade Glow", "1") Global $NadeGlow = 1 EndIf EndSwitch If _IsPressed(01) And _WinAPI_GetDlgCtrlID(ControlGetHandle($GUI, "", ControlGetFocus($GUI))) = $RedSlider Or _WinAPI_GetDlgCtrlID(ControlGetHandle($GUI, "", ControlGetFocus($GUI))) = $GreenSlider Or _WinAPI_GetDlgCtrlID(ControlGetHandle($GUI, "", ControlGetFocus($GUI))) = $BlueSlider Or _WinAPI_GetDlgCtrlID(ControlGetHandle($GUI, "", ControlGetFocus($GUI))) = $AlphaSlider Then $SelectedEntity = GUICtrlRead($EntityCombo) IniWrite($Config, $SelectedEntity, "Red", GUICtrlRead($RedSlider)) IniWrite($Config, $SelectedEntity, "Green", GUICtrlRead($GreenSlider)) IniWrite($Config, $SelectedEntity, "Blue", GUICtrlRead($BlueSlider)) IniWrite($Config, $SelectedEntity, "Alpha", GUICtrlRead($AlphaSlider)) GUICtrlSetData($RedOut, GUICtrlRead($RedSlider)) GUICtrlSetData($GreenOut, GUICtrlRead($GreenSlider)) GUICtrlSetData($BlueOut, GUICtrlRead($BlueSlider)) GUICtrlSetData($AlphaOut, GUICtrlRead($AlphaSlider)) GUICtrlSetBkColor($ColorOutput, "0x" & Hex(GUICtrlRead($RedSlider), 2) & Hex(GUICtrlRead($GreenSlider), 2) & Hex(GUICtrlRead($BlueSlider), 2)) Global $CTRed = IniRead($Config, "Counter-Terrorist", "Red", "0") Global $CTGreen = IniRead($Config, "Counter-Terrorist", "Green", "0") Global $CTBlue = IniRead($Config, "Counter-Terrorist", "Blue", "0") Global $CTAlpha = IniRead($Config, "Counter-Terrorist", "Alpha", "0") Global $TRed = IniRead($Config, "Terrorist", "Red", "0") Global $TGreen = IniRead($Config, "Terrorist", "Green", "0") Global $TBlue = IniRead($Config, "Terrorist", "Blue", "0") Global $TAlpha = IniRead($Config, "Terrorist", "Alpha", "0") Global $DefuserRed = IniRead($Config, "Defuser", "Red", "0") Global $DefuserGreen = IniRead($Config, "Defuser", "Green", "0") Global $DefuserBlue = IniRead($Config, "Defuser", "Blue", "0") Global $DefuserAlpha = IniRead($Config, "Defuser", "Alpha", "0") Global $WeaponRed = IniRead($Config, "Weapon", "Red", "0") Global $WeaponGreen = IniRead($Config, "Weapon", "Green", "0") Global $WeaponBlue = IniRead($Config, "Weapon", "Blue", "0") Global $WeaponAlpha = IniRead($Config, "Weapon", "Alpha", "0") Global $HERed = IniRead($Config, "HE Grenade", "Red", "0") Global $HEGreen = IniRead($Config, "HE Grenade", "Green", "0") Global $HEBlue = IniRead($Config, "HE Grenade", "Blue", "0") Global $HEAlpha = IniRead($Config, "HE Grenade", "Alpha", "0") Global $ThrownHERed = IniRead($Config, "Thrown HE Grenade", "Red", "0") Global $ThrownHEGreen = IniRead($Config, "Thrown HE Grenade", "Green", "0") Global $ThrownHEBlue = IniRead($Config, "Thrown HE Grenade", "Blue", "0") Global $ThrownHEAlpha = IniRead($Config, "Thrown HE Grenade", "Alpha", "0") Global $FlashbangRed = IniRead($Config, "Flashbang", "Red", "0") Global $FlashbangGreen = IniRead($Config, "Flashbang", "Green", "0") Global $FlashbangBlue = IniRead($Config, "Flashbang", "Blue", "0") Global $FlashbangAlpha = IniRead($Config, "Flashbang", "Alpha", "0") Global $ThrownFlashbangRed = IniRead($Config, "Thrown Flashbang", "Red", "0") Global $ThrownFlashbangGreen = IniRead($Config, "Thrown Flashbang", "Green", "0") Global $ThrownFlashbangBlue = IniRead($Config, "Thrown Flashbang", "Blue", "0") Global $ThrownFlashbangAlpha = IniRead($Config, "Thrown Flashbang", "Alpha", "0") Global $SmokeRed = IniRead($Config, "Smoke Grenade", "Red", "0") Global $SmokeGreen = IniRead($Config, "Smoke Grenade", "Green", "0") Global $SmokeBlue = IniRead($Config, "Smoke Grenade", "Blue", "0") Global $SmokeAlpha = IniRead($Config, "Smoke Grenade", "Alpha", "0") Global $ThrownSmokeRed = IniRead($Config, "Thrown Smoke Grenade", "Red", "0") Global $ThrownSmokeGreen = IniRead($Config, "Thrown Smoke Grenade", "Green", "0") Global $ThrownSmokeBlue = IniRead($Config, "Thrown Smoke Grenade", "Blue", "0") Global $ThrownSmokeAlpha = IniRead($Config, "Thrown Smoke Grenade", "Alpha", "0") Global $DecoyRed = IniRead($Config, "Decoy", "Red", "0") Global $DecoyGreen = IniRead($Config, "Decoy", "Green", "0") Global $DecoyBlue = IniRead($Config, "Decoy", "Blue", "0") Global $DecoyAlpha = IniRead($Config, "Decoy", "Alpha", "0") Global $ThrownDecoyRed = IniRead($Config, "Thrown Decoy", "Red", "0") Global $ThrownDecoyGreen = IniRead($Config, "Thrown Decoy", "Green", "0") Global $ThrownDecoyBlue = IniRead($Config, "Thrown Decoy", "Blue", "0") Global $ThrownDecoyAlpha = IniRead($Config, "Thrown Decoy", "Alpha", "0") Global $MolotovRed = IniRead($Config, "Molotov", "Red", "0") Global $MolotovGreen = IniRead($Config, "Molotov", "Green", "0") Global $MolotovBlue = IniRead($Config, "Molotov", "Blue", "0") Global $MolotovAlpha = IniRead($Config, "Molotov", "Alpha", "0") Global $ThrownMolotovRed = IniRead($Config, "Thrown Molotov", "Red", "0") Global $ThrownMolotovGreen = IniRead($Config, "Thrown Molotov", "Green", "0") Global $ThrownMolotovBlue = IniRead($Config, "Thrown Molotov", "Blue", "0") Global $ThrownMolotovAlpha = IniRead($Config, "Thrown Molotov", "Alpha", "0") Sleep(50) EndIf EndIf If ProcessExists("csgo.exe") Then If $Client = 0 Or $Engine = 0 Then _Scan() EndIf $EngineBase = _MemoryRead($Engine + $EnginePointer, $Process, "dword") $IsConnected = _MemoryRead($EngineBase + $IsIngame, $Process, "dword") If $IsConnected = 6 Then $Localbase = _MemoryRead($Client + $Localplayer, $Process, "dword") If $Localbase Then $GlowPtr = _MemoryRead($Client + $GlowObjectBase, $Process, "dword") $objectCount = _MemoryRead($Client + $GlowObjectBase + 0xC, $Process, "int") $Localteam = _MemoryRead($Localbase + $m_iTeamNum, $Process, "int") If $Glow = 1 Or $DefuseGlow = 1 Then _MemoryWrite($Client + $UpdateSpecGlow, $Process, 0xEB, "byte") Else _MemoryWrite($Client + $UpdateSpecGlow, $Process, 0x74, "byte") EndIf For $i = 1 To $objectCount $Entity = _MemoryRead($GlowPtr + 0x38 * $i, $Process, "int") $Buffer = _MemoryRead($Entity + 0x8, $Process, "int") $Buffer = _MemoryRead($Buffer + 0x8, $Process, "int") $Buffer = _MemoryRead($Buffer + 0x1, $Process, "int") $ClassID = _MemoryRead($Buffer + 0x14, $Process, "int") Switch $ClassID Case 40 ;Player If $Glow = 1 Or $DefuseGlow = 1 Then $Dormant = _MemoryRead($Entity + $m_bDormant, $Process, "dword") If $Dormant = 1 Then ContinueLoop EndIf $Health = _MemoryRead($Entity + $m_iHealth, $Process, "dword") $EntityTeam = _MemoryRead($Entity + $m_iTeamNum, $Process, "dword") $IsDefusing = _MemoryRead($Entity + $m_bIsDefusing, $Process, "dword") $Red = 0 $Green = 0 $Blue = 0 $Alpha = 0 If $Glow = 1 Then If $EntityTeam = 2 Then $Red = $TRed $Green = $TGreen $Blue = $TBlue $Alpha = $TAlpha EndIf If $EntityTeam = 3 Then $Red = $CTRed $Green = $CTGreen $Blue = $CTBlue $Alpha = $CTAlpha EndIf If $HealthGlow = 1 Then If $Health > 100 Then $Health = 100 EndIf $Red = (255 * (100 - $Health) / 100) + 90 If $Red > 255 Then $Red = 255 $Green = (255 * $Health) / 100 If $Green > 255 Then $Green = 255 $Blue = 0 EndIf EndIf If $DefuseGlow = 1 Then If $IsDefusing = 1 Then $Red = $DefuserRed $Green = $DefuserGreen $Blue = $DefuserBlue $Alpha = $DefuserAlpha EndIf EndIf If $EnemyOnly = 1 Then If $Localteam <> $EntityTeam Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $Red / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $Green / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $Blue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $Alpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Else _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $Red / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $Green / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $Blue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $Alpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf EndIf Case 9 ;nade If $NadeGlow = 1 Then $model_t = _MemoryRead($Entity + 0x6C, $Process, "dword") $Modelname = _MemoryRead($model_t + 0x4, $Process, "char[64]") If StringInStr($Modelname, "fraggrenade_dropped.mdl") Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $ThrownHERed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $ThrownHEGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $ThrownHEBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $ThrownHEAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render ElseIf StringInStr($Modelname, "flashbang_dropped.mdl") Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $ThrownFlashbangRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $ThrownFlashbangGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $ThrownFlashbangBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $ThrownFlashbangAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf EndIf Case 107 ;Knife If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 108 ;KnifeGG If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 155 ;smoke If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $SmokeRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $SmokeGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $SmokeBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $SmokeAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 156 ;smoke air If $NadeGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $ThrownSmokeRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $ThrownSmokeGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $ThrownSmokeBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $ThrownSmokeAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 1 ;AK If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 128 ;planted c4 If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 34 ;c4 If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 260 ;scar If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 231 ;aug If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 232 ;awp If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 234 ;bizon If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 238 ;elite If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 239 ;famas If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 240 ;fiveseven If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 241 ;G3SG1 If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 242 ;galil If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 244 ;glock If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 245 ;p2000 If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 246 ;m249 If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 248 ;m4a1 If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 271 ;usp If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 249 ;mac10 If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 250 ;mag7 If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 252 ;mp7 If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 253 ;mp9 If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 254 ;negev If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 255 ;nova If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 257 ;p250 If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 258 ;p90 If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 259 ;sawdoff If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 266 ;scout If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 264 ;sg556 If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 268 ;tec9 If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 267 ;Tazer If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 270 ;ump If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 272 ;XM1014 If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 46 ;deagle If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $WeaponRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $WeaponGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $WeaponBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $WeaponAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 77 ;flashbang If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $FlashbangRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $FlashbangGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $FlashbangBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $FlashbangAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 96 ;he If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $HERed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $HEGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $HEBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $HEAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 112 ;molotov If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $MolotovRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $MolotovGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $MolotovBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $MolotovAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 113 ;molotov air If $NadeGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $ThrownMolotovRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $ThrownMolotovGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $ThrownMolotovBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $ThrownMolotovAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 99 ;incendiary If $NadeGlow = 1 Then $model_t = _MemoryRead($Entity + 0x6C, $Process, "dword") $Modelname = _MemoryRead($model_t + 0x4, $Process, "char[64]") If StringInStr($Modelname, "dropped") Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $MolotovRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $MolotovGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $MolotovBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $MolotovAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render Else _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $ThrownMolotovRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $ThrownMolotovGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $ThrownMolotovBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $ThrownMolotovAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf EndIf Case 47 ;decoy If $WeaponGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $DecoyRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $DecoyGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $DecoyBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $DecoyAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf Case 48 ;decoy air If $NadeGlow = 1 Then _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x4), $Process, $ThrownDecoyRed / 255, "float") ;Red _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x8), $Process, $ThrownDecoyGreen / 255, "float") ;Green _MemoryWrite($GlowPtr + ((0x38 * $i) + 0xC), $Process, $ThrownDecoyBlue / 255, "float") ;Blue _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x10), $Process, $ThrownDecoyAlpha / 255, "float") ;Alpha _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x24), $Process, True, "bool") ;Render _MemoryWrite($GlowPtr + ((0x38 * $i) + 0x25), $Process, False, "bool") ;Render EndIf EndSwitch Next EndIf EndIf Else Global $Client = 0 Global $Engine = 0 EndIf WEnd Func _LoadConfig() If IniRead($Config, "Glow", "Glow", "0") = 1 Then _Metro_CheckboxCheck($GlowCheckbox) Global $Glow = 1 Else _Metro_CheckboxUnCheck($GlowCheckbox) Global $Glow = 0 EndIf If IniRead($Config, "Glow", "Enemy Only", "0") = 1 Then _Metro_CheckboxCheck($EnemyOnlyCheckbox) Global $EnemyOnly = 1 Else _Metro_CheckboxUnCheck($EnemyOnlyCheckbox) Global $EnemyOnly = 0 EndIf If IniRead($Config, "Glow", "Health Glow", "0") = 1 Then _Metro_CheckboxCheck($HealthGlowCheckbox) Global $HealthGlow = 1 Else _Metro_CheckboxUnCheck($HealthGlowCheckbox) Global $HealthGlow = 0 EndIf If IniRead($Config, "Glow", "Defuse Glow", "0") = 1 Then _Metro_CheckboxCheck($DefuseGlowCheckbox) Global $DefuseGlow = 1 Else _Metro_CheckboxUnCheck($DefuseGlowCheckbox) Global $DefuseGlow = 0 EndIf If IniRead($Config, "Glow", "Weapon Glow", "0") = 1 Then _Metro_CheckboxCheck($WeaponGlowCheckbox) Global $WeaponGlow = 1 Else _Metro_CheckboxUnCheck($WeaponGlowCheckbox) Global $WeaponGlow = 0 EndIf If IniRead($Config, "Glow", "Nade Glow", "0") = 1 Then _Metro_CheckboxCheck($NadeGlowCheckbox) Global $NadeGlow = 1 Else _Metro_CheckboxUnCheck($NadeGlowCheckbox) Global $NadeGlow = 0 EndIf Global $CTRed = IniRead($Config, "Counter-Terrorist", "Red", "0") Global $CTGreen = IniRead($Config, "Counter-Terrorist", "Green", "0") Global $CTBlue = IniRead($Config, "Counter-Terrorist", "Blue", "0") Global $CTAlpha = IniRead($Config, "Counter-Terrorist", "Alpha", "0") Global $TRed = IniRead($Config, "Terrorist", "Red", "0") Global $TGreen = IniRead($Config, "Terrorist", "Green", "0") Global $TBlue = IniRead($Config, "Terrorist", "Blue", "0") Global $TAlpha = IniRead($Config, "Terrorist", "Alpha", "0") Global $DefuserRed = IniRead($Config, "Defuser", "Red", "0") Global $DefuserGreen = IniRead($Config, "Defuser", "Green", "0") Global $DefuserBlue = IniRead($Config, "Defuser", "Blue", "0") Global $DefuserAlpha = IniRead($Config, "Defuser", "Alpha", "0") Global $WeaponRed = IniRead($Config, "Weapon", "Red", "0") Global $WeaponGreen = IniRead($Config, "Weapon", "Green", "0") Global $WeaponBlue = IniRead($Config, "Weapon", "Blue", "0") Global $WeaponAlpha = IniRead($Config, "Weapon", "Alpha", "0") Global $HERed = IniRead($Config, "HE Grenade", "Red", "0") Global $HEGreen = IniRead($Config, "HE Grenade", "Green", "0") Global $HEBlue = IniRead($Config, "HE Grenade", "Blue", "0") Global $HEAlpha = IniRead($Config, "HE Grenade", "Alpha", "0") Global $ThrownHERed = IniRead($Config, "Thrown HE Grenade", "Red", "0") Global $ThrownHEGreen = IniRead($Config, "Thrown HE Grenade", "Green", "0") Global $ThrownHEBlue = IniRead($Config, "Thrown HE Grenade", "Blue", "0") Global $ThrownHEAlpha = IniRead($Config, "Thrown HE Grenade", "Alpha", "0") Global $FlashbangRed = IniRead($Config, "Flashbang", "Red", "0") Global $FlashbangGreen = IniRead($Config, "Flashbang", "Green", "0") Global $FlashbangBlue = IniRead($Config, "Flashbang", "Blue", "0") Global $FlashbangAlpha = IniRead($Config, "Flashbang", "Alpha", "0") Global $ThrownFlashbangRed = IniRead($Config, "Thrown Flashbang", "Red", "0") Global $ThrownFlashbangGreen = IniRead($Config, "Thrown Flashbang", "Green", "0") Global $ThrownFlashbangBlue = IniRead($Config, "Thrown Flashbang", "Blue", "0") Global $ThrownFlashbangAlpha = IniRead($Config, "Thrown Flashbang", "Alpha", "0") Global $SmokeRed = IniRead($Config, "Smoke Grenade", "Red", "0") Global $SmokeGreen = IniRead($Config, "Smoke Grenade", "Green", "0") Global $SmokeBlue = IniRead($Config, "Smoke Grenade", "Blue", "0") Global $SmokeAlpha = IniRead($Config, "Smoke Grenade", "Alpha", "0") Global $ThrownSmokeRed = IniRead($Config, "Thrown Smoke Grenade", "Red", "0") Global $ThrownSmokeGreen = IniRead($Config, "Thrown Smoke Grenade", "Green", "0") Global $ThrownSmokeBlue = IniRead($Config, "Thrown Smoke Grenade", "Blue", "0") Global $ThrownSmokeAlpha = IniRead($Config, "Thrown Smoke Grenade", "Alpha", "0") Global $DecoyRed = IniRead($Config, "Decoy", "Red", "0") Global $DecoyGreen = IniRead($Config, "Decoy", "Green", "0") Global $DecoyBlue = IniRead($Config, "Decoy", "Blue", "0") Global $DecoyAlpha = IniRead($Config, "Decoy", "Alpha", "0") Global $ThrownDecoyRed = IniRead($Config, "Thrown Decoy", "Red", "0") Global $ThrownDecoyGreen = IniRead($Config, "Thrown Decoy", "Green", "0") Global $ThrownDecoyBlue = IniRead($Config, "Thrown Decoy", "Blue", "0") Global $ThrownDecoyAlpha = IniRead($Config, "Thrown Decoy", "Alpha", "0") Global $MolotovRed = IniRead($Config, "Molotov", "Red", "0") Global $MolotovGreen = IniRead($Config, "Molotov", "Green", "0") Global $MolotovBlue = IniRead($Config, "Molotov", "Blue", "0") Global $MolotovAlpha = IniRead($Config, "Molotov", "Alpha", "0") Global $ThrownMolotovRed = IniRead($Config, "Thrown Molotov", "Red", "0") Global $ThrownMolotovGreen = IniRead($Config, "Thrown Molotov", "Green", "0") Global $ThrownMolotovBlue = IniRead($Config, "Thrown Molotov", "Blue", "0") Global $ThrownMolotovAlpha = IniRead($Config, "Thrown Molotov", "Alpha", "0") EndFunc ;==>_LoadConfig Func _OnTop() If $OnTop = 0 Then WinActivate($GUI) WinSetOnTop($GUI, "", 1) Global $OnTop = 1 Else WinSetOnTop($GUI, "", 0) WinActivate("Counter-Strike: Global Offensive") Global $OnTop = 0 EndIf EndFunc ;==>_OnTop Func _Scan() $Localplayer_Pattern = "\x8D\x34\x85\x00\x00\x00\x00\x89\x15\x00\x00\x00\x00\x8B\x41\x08\x8B\x48\x04\x83\xF9\xFF" $Localplayer_Mask = "xxx????xx????xxxxxxxxx" $Glow_Pattern = "\x0F\x11\x05\x00\x00\x00\x00\x83\xC8\x01\xC7\x05\x00\x00\x00\x00\x00\x00\x00\x00" $Glow_Mask = "xxx????xxxxx????xxxx" $Engine_Pattern = "\xA1\x00\x00\x00\x00\x8B\x88\x00\x00\x00\x00\x85\xC9\x74\x15" $Engine_Mask = "x????xx????xxxx" $GlowUpdate_Pattern = "\x74\x07\x8B\xCB\xE8\x00\x00\x00\x00\x83\xC7\x10" $GlowUpdate_Mask = "xxxxx????xxx" $modelAmbientMin_Pattern = "\xF3\x00\x00\x00\x00\x00\x00\x00\xF3\x0F\x11\x4C\x24\x20\x8B\x44\x24\x20\x35\x00\x00\x00\x00\x89\x44\x24\x0C" $modelAmbientMin_Mask = "x???????xxxxxxxxxxx????xxxx" $WorkingDir = _GetProcessPath(ProcessExists("csgo.exe")) $ClientPath = StringReplace($WorkingDir, ".exe", "\bin\client.dll") $ClientPanoramaPath = StringReplace($WorkingDir, ".exe", "\bin\client_panorama.dll") $EnginePath = StringReplace($WorkingDir, "csgo.exe", "bin\engine.dll") $ClientSize = FileGetSize($ClientPath) $ClientPanoramaSize = FileGetSize($ClientPanoramaPath) $EngineSize = FileGetSize($EnginePath) Do Global $Client = _MemoryModuleGetBaseAddress(ProcessExists("csgo.exe"), "client.dll") Global $ClientPanorama = _MemoryModuleGetBaseAddress(ProcessExists("csgo.exe"), "client_panorama.dll") Global $Engine = _MemoryModuleGetBaseAddress(ProcessExists("csgo.exe"), "engine.dll") Until $Client <> 0 Or $ClientPanorama <> 0 And $Engine <> 0 If $ClientPanorama <> 0 Then Global $Client = $ClientPanorama Global $ClientEnd = $Client + "0x" & Hex($ClientPanoramaSize, 6) Else Global $ClientEnd = $Client + "0x" & Hex($ClientSize, 6) EndIf Global $EngineEnd = $Engine + "0x" & Hex($EngineSize, 6) Global $Process = _MemoryOpen(ProcessExists("csgo.exe")) $Localplayer_Scan = (_MemoryScanEx($Process, $Localplayer_Pattern, $Localplayer_Mask, False, $Client, $ClientEnd) + 3) Global $Localplayer = "0x" & StringFormat("%X", _MemoryRead($Localplayer_Scan, $Process, "dword") + 4 - $Client) $Glow_Scan = _MemoryScanEx($Process, $Glow_Pattern, $Glow_Mask, False, $Client, $ClientEnd) Global $GlowObjectBase = "0x" & StringFormat("%X", _MemoryRead($Glow_Scan + 0x3, $Process, "dword") - $Client) $Enginepointer_Scan = _MemoryScanEx($Process, $Engine_Pattern, $Engine_Mask, False, $Engine, $EngineEnd) Global $EnginePointer = "0x" & StringFormat("%X", _MemoryRead($Enginepointer_Scan + 0x1, $Process, "dword") - $Engine) Global $UpdateSpecGlow = "0x" & StringFormat("%X", (_MemoryScanEx($Process, $GlowUpdate_Pattern, $GlowUpdate_Mask, False, $Client, $ClientEnd)) - $Client) $modelAmbientMin_Scan = _MemoryScanEx($Process, $modelAmbientMin_Pattern, $modelAmbientMin_Mask, False, $Engine, $EngineEnd) Global $modelAmbientMin = "0x" & StringFormat("%X", _MemoryRead($modelAmbientMin_Scan + 4, $Process, "dword") - $Engine) Global $m_iTeamNum = 0xF4 Global $m_iHealth = 0x100 Global $m_bDormant = 0xED Global $IsIngame = 0x108 Global $m_bIsDefusing = 0x3918 Global $nForceFullUpdate = 0x174 EndFunc ;==>_Scan Func _GetProcessPath($GPPpid) $colItems = "" $strComputer = "localhost" $objWMIService = ObjGet("winmgmts:\\localhost\root\CIMV2") $colItems = $objWMIService.ExecQuery('SELECT * FROM Win32_Process WHERE processid = ' & $GPPpid, "WQL", 0x10 + 0x20) If IsObj($colItems) Then For $objItem In $colItems Return $objItem.ExecutablePath Next Else Return "" EndIf EndFunc ;==>_GetProcessPath