Example #1
0
        public static void Run()
        {
            while (true)
            {
                Thread.Sleep(10);

                if (!Checks.IsIngame)
                {
                    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);
                            }
                        }
                    }
                }
            }
        }
Example #2
0
        public static void Run()
        {
            //  Thread.Sleep(100);

            while (true)
            {
                Thread.Sleep(1);

                if (!Settings.Glow.Enabled)
                {
                    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 = Other.Math.GetInt(gEntities, i * 0x38);
                    if (gEntity == 0)
                    {
                        continue;
                    }

                    int classID = Imports.GetClassID(gEntity);
                    if (classID < 0)
                    {
                        continue;
                    }

                    if (Settings.Glow.Snipers && Checks.IsSniper(classID) && Settings.Glow.ShowWeapons)
                    {
                        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) && Settings.Glow.ShowWeapons)
                    {
                        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.Pistols && Checks.IsPistol(classID) && Settings.Glow.ShowWeapons)
                    {
                        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.Heavy && Checks.IsHeavy(classID) && Settings.Glow.ShowWeapons)
                    {
                        Structs.Glow_t currGlowObject = MemoryManager.ReadMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4));

                        currGlowObject.r = Settings.Glow.Heavy_Color_R / 255f;
                        currGlowObject.g = Settings.Glow.Heavy_Color_G / 255f;
                        currGlowObject.b = Settings.Glow.Heavy_Color_B / 255f;
                        currGlowObject.a = Settings.Glow.Heavy_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) && Settings.Glow.ShowWeapons)
                    {
                        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) && Settings.Glow.ShowWeapons)
                    {
                        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) && Settings.Glow.ShowWeapons)
                    {
                        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.Team.HasTeam())
                        {
                            continue;                             //glowEntity.Dormant ||
                        }
                        if (Settings.Glow.Enemies && !glowEntity.Team.IsMyTeam())
                        {
                            ///////////// ENEMY////////////////
                            Structs.Glow_t  currGlowObject = MemoryManager.ReadMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4));
                            Structs.Enemy_t entityStruct   = MemoryManager.ReadMemory <Structs.Enemy_t>(gEntity);


                            if (entityStruct.Team.HasTeam() || !entityStruct.Team.IsMyTeam() || entityStruct.Health.IsAlive()) //|| !entityStruct.Dormant
                            {
                                if (Settings.Glow.bSpotted)
                                {
                                    int EnemySpoted = MemoryManager.ReadMemory <int>(gEntity + Offsets.m_bSpottedByMask);
                                    if (EnemySpoted == 0)
                                    {
                                        currGlowObject.r = Settings.Glow.InvisibleEnemies_Color_R / 255f;
                                        currGlowObject.g = Settings.Glow.InvisibleEnemies_Color_G / 255f;
                                        currGlowObject.b = Settings.Glow.InvisibleEnemies_Color_B / 255f;
                                        currGlowObject.a = Settings.Glow.InvisibleEnemies_Color_A / 255f;
                                        currGlowObject.m_bRenderWhenOccluded   = true;
                                        currGlowObject.m_bRenderWhenUnoccluded = false;
                                    }
                                    else
                                    {
                                        if (EnemySpoted % 2 == 0)
                                        {
                                            currGlowObject.r = Settings.Glow.InvisibleEnemies_Color_R / 255f;
                                            currGlowObject.g = Settings.Glow.InvisibleEnemies_Color_G / 255f;
                                            currGlowObject.b = Settings.Glow.InvisibleEnemies_Color_B / 255f;
                                            currGlowObject.a = Settings.Glow.InvisibleEnemies_Color_A / 255f;
                                            currGlowObject.m_bRenderWhenOccluded   = true;
                                            currGlowObject.m_bRenderWhenUnoccluded = false;
                                        }
                                        else
                                        {
                                            if (Settings.Glow.HealthBased == true)
                                            {
                                                Color color = 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
                                            {
                                                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.FullBloom)
                                        {
                                            currGlowObject.m_bFullBloom = true;
                                        }

                                        MemoryManager.WriteMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                                    }
                                }
                                else
                                {
                                    if (Settings.Glow.HealthBased == true)
                                    {
                                        Color color = 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
                                    {
                                        currGlowObject.r = Settings.Glow.InvisibleEnemies_Color_R / 255f;
                                        currGlowObject.g = Settings.Glow.InvisibleEnemies_Color_G / 255f;
                                        currGlowObject.b = Settings.Glow.InvisibleEnemies_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.FullBloom)
                                {
                                    currGlowObject.m_bFullBloom = true;
                                }
                                MemoryManager.WriteMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                            }
                        }

                        if (Settings.Glow.Allies && glowEntity.Team.IsMyTeam() && glowEntity.Health.IsAlive())
                        {
                            /*         if (Settings.Glow.HealthBased == true)
                             *       {
                             *           Structs.Glow_t currGlowObject = MemoryManager.ReadMemory<Structs.Glow_t>((gObject + (i * 0x38) + 0x4));
                             *
                             *           Color color = 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.HealthBased == false)
                             *       {*/
                            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);
                            //  }
                        }
                    }
                }
            }
        }