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PC Legacy version of CS:GO (1 Viewer)

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 PC Legacy version of CS:GO (1 Viewer)

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SKELLETONX

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I wanted to start hacking for a while now, and now I started making (with the help of tutorials) a hack for the legacy version of csgo, but it doesn't really work
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... this is my code, can you spot any mistakes? maybe the offsets? idkk.

Code:
#include "memory.h"
#include <thread>
 
namespace offsets {
 
    // client.dll
    constexpr auto localPlayer = 0xDEB99C;
    constexpr auto entityList = 0x4E0102C;
    constexpr auto glowObjectManager = 0x535BAD0;
 
    // entity
    constexpr auto teamNum = 0xF4;
    constexpr auto glowIndex = 0x10488;
 
}
 
 
int main() {
 
    auto mem = Memory{ "csgo.exe" };
 
    const auto client = mem.GetModuleAddress("client.dll");
 
 
    while (true) {
 
        const auto localPlayer = mem.Read<std::uintptr_t>(client + offsets::localPlayer);
        const auto glowObjectManager = mem.Read<std::uintptr_t>(client + offsets::glowObjectManager);
 
        for (auto i = 0; i < 64; ++i) {
 
            const auto entity = mem.Read<std::uintptr_t>(client + offsets::entityList + i * 0x10);
 
            if (mem.Read<std::uintptr_t>(entity + offsets::teamNum) == mem.Read<std::uintptr_t>(localPlayer + offsets::teamNum))
                continue;
 
            const auto glowIndex = mem.Read<std::int32_t>(entity + offsets::glowIndex);
 
            mem.Write<float>(glowObjectManager + (glowIndex * 0x38) + 0x8, 1.f); // r
            mem.Write<float>(glowObjectManager + (glowIndex * 0x38) + 0xC, 1.f); // g
            mem.Write<float>(glowObjectManager + (glowIndex * 0x38) + 0x10, 1.f); // b
            mem.Write<float>(glowObjectManager + (glowIndex * 0x38) + 0x14, 1.f); // a
 
            mem.Write<bool>(glowObjectManager + (glowIndex * 0x38) + 0x27, true);
            mem.Write<bool>(glowObjectManager + (glowIndex * 0x38) + 0x28, true);
 
        }
 
        std::this_thread::sleep_for(std::chrono::milliseconds(1));
 
 
    }
 
    return 0;
 
    
}
 

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