from hack import Hack class Glow(Hack): def __init__(self) -> None: super().__init__() 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 if mem.read_int(entity + offset["m_iTeamNum"]) == mem.read_int(local_player + offset["m_iTeamNum"]): 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 mem.write_float(glow_obj_manager + i + offset["glow_R"], 1.) # mem.write_float(glow_obj_manager + i + offset["glow_G"], 0.) # mem.write_float(glow_obj_manager + i + offset["glow_B"], 0.) mem.write_float(glow_obj_manager + i + offset["glow_A"], .8) # 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)