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csh/cheats/glow.py

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from hack import Hack
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from utils import Color4f
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class Glow(Hack):
def __init__(self) -> None:
super().__init__()
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self.__color = Color4f(1., 0., 0., .8)
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def glow(self) -> None:
# Aliases
mem = self.pm
offset = self.offsets
# Get module address
client = self.find_module("client")
# Get local player
local_player = self.find_uint(client, offset["dwLocalPlayer"])
# Get glow object manager
glow_obj_manager = self.find_uint(
client, offset["dwGlowObjectManager"])
def cheat():
# Loop all entities
for i in range(1, 32): # 0 is world
entity = mem.read_uint(
client + offset["dwEntityList"] + i * offset["entity_size"])
# Ignore if entity doesn't exist
if not entity:
continue
# Ignore allies
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if mem.read_int(entity + offset["m_iTeamNum"]) == mem.read_int(local_player + offset["m_iTeamNum"]):
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continue
# Ignore dormant
if mem.read_bool(entity + offset["m_bDormant"]):
continue
# Check if ennemy is alive
if mem.read_int(entity + offset["m_lifeState"]):
continue
# Space between values
i = mem.read_int(
entity + offset["m_iGlowIndex"]) * offset["glow_obj_size"]
# Change color glow
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if self.__color.r > 0.:
mem.write_float(glow_obj_manager + i +
offset["glow_R"], self.__color.r)
if self.__color.g > 0.:
mem.write_float(glow_obj_manager + i +
offset["glow_G"], self.__color.g)
if self.__color.b > 0.:
mem.write_float(glow_obj_manager + i +
offset["glow_B"], self.__color.b)
if self.__color.a > 0.:
mem.write_float(glow_obj_manager + i +
offset["glow_A"], self.__color.a)
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# Render when not visible
mem.write_bool(glow_obj_manager + i + offset["GOM_wall"], True)
# Render when visible
mem.write_bool(glow_obj_manager + i +
offset["GOM_visible"], True)
self.hack_loop(cheat)