private static void DrawPlayerGlow(PlayerGlowStruct playerStruct, int glowIndex) { //We ge the glow object manager var glowObjectManager = PinvokeWrapper.ReadAddInt(Utils.ClientBaseAddress + Offsets.dwGlowObjectManager, Utils.CsgoHandle); //We write the struct to memory PinvokeWrapper.WriteFloat((IntPtr)glowObjectManager + glowIndex * 0x38 + 0x4, Utils.CsgoHandle, playerStruct.Red); PinvokeWrapper.WriteFloat((IntPtr)glowObjectManager + glowIndex * 0x38 + 0x8, Utils.CsgoHandle, playerStruct.Green); PinvokeWrapper.WriteFloat((IntPtr)glowObjectManager + glowIndex * 0x38 + 0xC, Utils.CsgoHandle, playerStruct.Blue); PinvokeWrapper.WriteFloat((IntPtr)glowObjectManager + glowIndex * 0x38 + 0x10, Utils.CsgoHandle, playerStruct.Alpha); PinvokeWrapper.WriteFloat((IntPtr)glowObjectManager + glowIndex * 0x38 + 0x10, Utils.CsgoHandle, playerStruct.Alpha); PinvokeWrapper.WriteBool((IntPtr)glowObjectManager + glowIndex * 0x38 + 0x24, Utils.CsgoHandle, playerStruct.RenderOccluded); PinvokeWrapper.WriteBool((IntPtr)glowObjectManager + glowIndex * 0x38 + 0x25, Utils.CsgoHandle, playerStruct.RenderUnoccluded); }
private static void WallHack() { //We create a struct with the desired color for the enemy players var enemyStruct = new PlayerGlowStruct(255f, 0f, 0f, 1f, true, false); //Red color //We create a struct with the desired color for the allies var friendStruct = new PlayerGlowStruct(0f, 255f, 0f, 0.8f, true, false); //Green color while (Options.GlowHackIsEnabled) { var players = Utils.GetPlayers(); //If there are no players, we continue looping until there is one if (players.Count == 0) { continue; } //We get our local player var localPlayer = Utils.GetLocalPlayer(); foreach (var currentPlayer in players) { //We exclude players that are dead or they are dormant if (currentPlayer.GetHealth() == 0 || currentPlayer.IsDormant()) { continue; } if (currentPlayer.GetTeam() != localPlayer.GetTeam()) { //Enable player on radar PinvokeWrapper.WriteBool((IntPtr)currentPlayer.BaseAddress + Offsets.m_bSpotted, Utils.CsgoHandle, true); //Draw enemy glow DrawPlayerGlow(enemyStruct, currentPlayer.GetGlowIndex()); } else { //Draw friend DrawPlayerGlow(friendStruct, currentPlayer.GetGlowIndex()); } } Thread.Sleep(2); } }