Why i keep getting BSOD & CSGO not responding when using my glow hack : Yeah you read that.
BSOD crash code : "MEMORY_MANAGEMENT"
at random time and if im lucky only my csgo is crash and i dont get BSOD.

Here is my code

    void Glow::Run()
    {
    	ReadInfo();
    	
    	for (int i = 0; i < 200; i++) // current glowcount and max glowcount have been removed? thats why i just put 200
    	{
    		ReadEntity(i);
    		GlowEntitys(i);
    	}
    }
    
    void Glow::ReadInfo(){ 
    	
    	ReadProcessMemory(fProcess.__HandleProcess, (PBYTE*)(fProcess.__dwordClient + O.m_dwLocalPlayer), &LocalPlayer, sizeof(int), NULL); // Gets LocalPlayer
    	ReadProcessMemory(fProcess.__HandleProcess, (PBYTE*)(fProcess.__dwordClient + O.m_dwGlowObject), &GlowObject, sizeof(int), NULL); // Gets GlowObject
    	ReadProcessMemory(fProcess.__HandleProcess, (PBYTE*)(LocalPlayer + O.m_iTeamNum), &LocalTeam, sizeof(int), NULL);} // Gets My team from LocalPlayer
    
    void Glow::ReadEntity(int Entnum){ // Reads our Entity information
    
    	ReadProcessMemory(fProcess.__HandleProcess, (PBYTE*)(GlowObject + 0x38 * Entnum), &Entity, sizeof(int), NULL); // First Adress in Glowobject is the Pointer to the entity its glowing.
    
    	ReadProcessMemory(fProcess.__HandleProcess, (PBYTE*)(Entity + 0x8), &ClassID, sizeof(int), NULL); // Multilevel Pointer Reading ClassID
    	ReadProcessMemory(fProcess.__HandleProcess, (PBYTE*)(ClassID + 0x8), &ClassID, sizeof(int), NULL);
    	ReadProcessMemory(fProcess.__HandleProcess, (PBYTE*)(ClassID + 0x1), &ClassID, sizeof(int), NULL);
    	ReadProcessMemory(fProcess.__HandleProcess, (PBYTE*)(ClassID + 0x14), &ClassID, sizeof(int), NULL);
    
    	ReadProcessMemory(fProcess.__HandleProcess, (PBYTE*)(Entity + O.m_iTeamNum), &TeamNum, sizeof(int), NULL);// Getting the entitys Team Number
    	ReadProcessMemory(fProcess.__HandleProcess, (PBYTE*)(Entity + O.m_iHealth), &Health, sizeof(int), NULL); } // Getting the entitys Team Number
    
    void Glow::GlowEntity(int Entnum){ // Glows our entity
    	if (Entity && LocalPlayer)
    		WriteProcessMemory(fProcess.__HandleProcess, (PBYTE*)(GlowObject + 0x38 * Entnum + 0x4), &EntGlow, sizeof(EntGlow), NULL);} // Writes a struct with WPM



Can someone fix this please?