I do not know why . All the players did not show the 10 people playing now one of them does not show Code: #ifndef ESP_H #define ESP_H #include "Engine.h" #include "Settings.h" struct GlowObjectDefinition_t { DWORD dwBase; float r; float g; float b; float a; uint8_t unk1[16]; bool m_bRenderWhenOccluded; bool m_bRenderWhenUnoccluded; bool m_bFullBloom; uint8_t unk2[14]; }; class ESP { [junk_enable /] public: void run() { [swap_lines] int objectCount; DWORD pointerGlow; float playerhp; bool enemyHealthBased = Settings()->esp_enemyhealth; bool friendHealthBased = Settings()->esp_friendhealth; float alphaFriend = sanitizeChannel(Settings()->esp_friend); float alphaEnemy = sanitizeChannel(Settings()->esp_enemy); float alphaInX = sanitizeChannel(Settings()->esp_enemyInX); [/swap_lines] if (!(Settings()->esp_key || Settings()->espEnabled)) { return; } while (true) { [add_junk /] if (!Settings()->espEnabled) { Sleep(3000); continue; } [add_junk /] pointerGlow = Engine()->Memory()->Read<DWORD>(Engine()->getClientModule()->dwBase + Engine()->Offsets()->dwGlow); objectCount = Engine()->Memory()->Read<DWORD>(Engine()->getClientModule()->dwBase + Engine()->Offsets()->dwGlow + 0x4); if (!(pointerGlow != NULL && objectCount > 0)) { Sleep(3000); continue; } [add_junk /] for (int i = 0; i < objectCount; i++) { [add_junk /] DWORD mObj = pointerGlow + (i * sizeof(GlowObjectDefinition_t)); GlowObjectDefinition_t glowObj = Engine()->Memory()->Read<GlowObjectDefinition_t>(mObj); Entity* Player = Engine()->getEntityByBase(glowObj.dwBase); if (!(glowObj.dwBase && Player && !Player->is_dormant && Player->is_alive)) { continue; } [add_junk /] // Player->hp can be greater than 100.0f on custom servers. playerhp = Player->hp >= 100 ? 100.0f : (float) Player->hp / 100.0f; if (Engine()->me.team == Player->team) { glowPlayer(glowObj, 0, friendHealthBased ? (Player->hp > 75 ? 1 : playerhp * 0.75f) : 0, 1, alphaFriend); } else if (inCrosshair(Player->id)) { glowPlayer(glowObj, 0, 1, 0, alphaInX); } else { glowPlayer(glowObj, 1, enemyHealthBased ? (Player->hp > 75 ? 1 : playerhp * 0.75f) : 0, 0, alphaEnemy); } Engine()->Memory()->Write<GlowObjectDefinition_t>(mObj, glowObj); [add_junk /] } [add_junk /] Sleep(1); } [add_junk /] } private: void glowPlayer(GlowObjectDefinition_t &glowObj, float r, float g, float b, float a) { [swap_lines] glowObj.r = r; glowObj.g = g; glowObj.b = b; glowObj.a = a; glowObj.m_bRenderWhenOccluded = true; //glowObj.m_bRenderWhenUnoccluded = false; //glowObj.m_bFullBloom = false; [/swap_lines] } bool inCrosshair(int mObjId) { [add_junk /] int idInX = Engine()->Memory()->Read<int>(Engine()->me.dwBase + Engine()->Offsets()->dwInCross); return (idInX == mObjId); } float sanitizeChannel(int value) { [swap_lines] if (value > 255) value = 255; if (value < 0) value = 0; [/swap_lines] return (float) value / 255; } [junk_disable /] }; #endif