Source Code CSGO Glowing Chams

  • CSGO recently moved logic from 'client_panorama.dll' to 'client.dll', you must update all code that uses 'client_panorama.dll' and replace it with 'client.dll' or the code will not work.
Hexui Undetected CSGO Cheats Sinkicheat PUBG Cheat

0x88

Full Member
Feb 15, 2020
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How long you been coding/hacking?
Couple years
Coding Language
C++
Hi. I want to quit cheating in CS:GO because of personal reasons. That's why I will post a few achievments of my research in the next few weeks for you to copy paste or whatever. If you stand inside a smoke you can see the chams through walls, if not you can only see them if you actually see the playermodel idk why, never found out. Perhaps a source engine bug, have fun.


You need:
-glowIndex
-glowObject
-clrRender
-entity
-spotted bool


C++:
if (chams)
{
    DWORD glowObject = mem.readMem<DWORD>(val.gameModule + dwGlowObjectManager);
    int myTeam = mem.readMem<int>(localPlayer + teamOffset);
    for (short int i = 0; i < 64; i++) {
        DWORD entity = mem.readMem<DWORD>(val.gameModule + dwEntityList + i * EntLoopDist);
        int glowIndex = mem.readMem<int>(entity + m_iGlowIndex);
        int entityTeam = mem.readMem<int>(entity + teamOffset);
        bool spotted = mem.readMem<bool>(entity + m_bSpottedByMask);
        if (entityTeam != myTeam && spotted) {
            mem.writeMem<float>(glowObject + ((glowIndex * 56) + 0x4), redChams); // redChams etc. are my slider declerations (strongly recommend using IMGUI)
            mem.writeMem<float>(glowObject + ((glowIndex * 56) + 0x8), greenChams);
            mem.writeMem<float>(glowObject + ((glowIndex * 56) + 0xC), blueChams);
            mem.writeMem<float>(glowObject + ((glowIndex * 56) + 0x10), 0.5);

            // clrRender changing the model color, so it looks better

            mem.writeMem<int>(entity + m_clrRender, redChams * 100);
            mem.writeMem<int>(entity + m_clrRender + 0x1, greenChams * 100);
            mem.writeMem<int>(entity + m_clrRender + 0x2, blueChams * 100);
            //
            mem.writeMem<bool>(glowObject + ((glowIndex * 56) + 0x24), true);
            mem.writeMem<bool>(glowObject + ((glowIndex * 56) + 0x2C), true);
        }
        if (entityTeam != myTeam && !spotted) {
            mem.writeMem<float>(glowObject + ((glowIndex * 56) + 0x4), redChams);
            mem.writeMem<float>(glowObject + ((glowIndex * 56) + 0x8), greenChams);
            mem.writeMem<float>(glowObject + ((glowIndex * 56) + 0xC), blueChams);
            mem.writeMem<float>(glowObject + ((glowIndex * 56) + 0x10), 0.4);
            //
            mem.writeMem<int>(entity + m_clrRender, 255);
            mem.writeMem<int>(entity + m_clrRender + 0x1, 255);
            mem.writeMem<int>(entity + m_clrRender + 0x2, 255);
            //
            mem.writeMem<bool>(glowObject + ((glowIndex * 56) + 0x24), true);
            mem.writeMem<bool>(glowObject + ((glowIndex * 56) + 0x2C), false);
            //

        }
    }
}

if (!chams)
{ // Used to re-color the model to normal if it's not active
    for (short int i = 0; i < 64; i++) {
        DWORD entity = mem.readMem<DWORD>(val.gameModule + dwEntityList + i * EntLoopDist);
        mem.writeMem<int>(entity + m_clrRender, 255);
        mem.writeMem<int>(entity + m_clrRender + 0x1, 255);
        mem.writeMem<int>(entity + m_clrRender + 0x2, 255);
    }
}

With clrRender:
1597962094409.png


Without clrRender:
1597962134402.png
 
Last edited:

esp1z1

I know like 40% of what I’m doing. Ok...
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BDKPlayer

No hack no life
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Thank you for sharing. If you want to improve performance you could write the entire struct instead of individual floats at once.

so this for example could be 1 WPM:

C++:
mem.writeMem<float>(glowObject + ((glowIndex * 56) + 0x4), redChams); // redChams etc. are my slider declerations (strongly recommend using IMGUI)
mem.writeMem<float>(glowObject + ((glowIndex * 56) + 0x8), greenChams);
mem.writeMem<float>(glowObject + ((glowIndex * 56) + 0xC), blueChams);
mem.writeMem<float>(glowObject + ((glowIndex * 56) + 0x10), 0.5);
 
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0x88

Full Member
Feb 15, 2020
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Thank you for sharing. If you want to improve performance you could write the entire struct instead of individual floats at once.

so this for example could be 1 WPM:

C++:
mem.writeMem<float>(glowObject + ((glowIndex * 56) + 0x4), redChams); // redChams etc. are my slider declerations (strongly recommend using IMGUI)
mem.writeMem<float>(glowObject + ((glowIndex * 56) + 0x8), greenChams);
mem.writeMem<float>(glowObject + ((glowIndex * 56) + 0xC), blueChams);
mem.writeMem<float>(glowObject + ((glowIndex * 56) + 0x10), 0.5);

I quit cheating and coding cheats, that's why I'll post the stuff I found out one by one in the next week, thanks for the info though :)
 

ZleMyzteX

I have no idea what I'm doing
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Mar 10, 2020
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Looks pretty dope, I like the purple one. thanks!
 
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