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Feb 20th, 2018
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  1. void Glow::glowOthers() {
  2.  
  3. DWORD glowObject = pLocalPlayer->getGlowObject();
  4.  
  5. for (int i = 0; i < 300; i++) {
  6.  
  7. DWORD entity = pMemory->Read<int>(Client + Offsets::dwEntityList + ((i - 1) * 16));
  8.  
  9. int index = pMemory->Read<int>(i + Offsets::m_iGlowIndex);
  10.  
  11. if (!pEntity->isDormant(entity)) {
  12.  
  13. pMemory->Write<float>(glowObject + (index * 0x38) + 0x4, 1.f);
  14. pMemory->Write<float>(glowObject + (index * 0x38) + 0x10, 1.f);
  15. pMemory->Write<bool>(glowObject + (index * 0x38) + 0x24, true);
  16. pMemory->Write<bool>(glowObject + (index * 0x38) + 0x25, false);
  17. pMemory->Write<bool>(glowObject + (index * 0x38) + 0x2C, false);
  18.  
  19. }
  20. }
  21. }
  22.  
  23. }
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