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A feature-rich internal DLL for Garry's Mod, built with C++17. Hooks into the Source Engine via DirectX 9 and provides a full ImGui overlay with 60+ modules spanning combat, movement, ESP, DarkRP automation, autonomous bot AI, voice intelligence, Lua execution, and layered anti-detection.
Body yaw offset with periodic side-flip + micro-movement to control LBY updates
Micro
Small random offsets around backward to confuse resolvers
Pitch modes
Down (89), up (-89), jitter pitch, zero
Fake Lag
Mode
Description
Static
Fixed choke tick count
Adaptive
Choke scales with movement speed (2 idle, max/2 walking, max running)
On-Peek
Full choke while strafing, release on attack
Random
Random choke within range
Visualization
On-screen bar showing choke count / max
Visuals
Module
Description
Player ESP
Box, skeleton (17-bone rig), snaplines, health bars, dormant player tracking with velocity extrapolation, configurable colors per element, distance filter, FOV circle
Entity ESP
7 entity types (printers, shipments, drugs, doors, weapons, money, vehicles) with per-type color config, diamond markers, owner labels, money display, shipment countdown timers, entity health bars, distance in meters
Chams
Visible (green) and hidden (red) material overrides via DrawModelExecute, configurable colors
Sound ESP
Positional audio visualization on screen
Threat Radar
Top-right minimap showing nearby players as colored dots (green normal, red admin), yaw-rotated, configurable zoom
Heatmap
Accumulated player position heatmap overlay
X-Ray
See-through material rendering
Aim Lines
Predicted aim trajectory visualization
Prediction Ghosts
Translucent skeleton at predicted future position with dashed leader lines
Crosshair Info
Entity info under crosshair
Hitmarker
Hit confirmation indicator
Kill Sound
Audio feedback on kills
Killfeed
Enhanced kill tracking
Killstreak
Streak counter overlay
Damage Log
Damage event log with timestamps
Fullbright
render.SetLightingMode(2) via Lua
Night Vision
Brightness enhancement
Intel & ESP Badges
Feature
Description
Admin Detection
Real-time admin/superadmin badge on ESP, alert on admin join
Spectator Detection
Observer mode + target tracking, spectator count in HUD
Money Tracker
DarkRP wallet display per player
Wanted Status
Warrant/wanted badge on player ESP
Weapon Intel
Active weapon + full inventory list per player
Job/Gang/Faction
DarkRP role, gang, faction, organization display
RP Name
Both Steam name and DarkRP RP name
Movement
Module
Description
Bunny Hop
Auto-jump on ground contact via CreateMove
Auto Strafe
Three modes: legit (mouse-based), silent (optimal angle calc), directional (WASD-relative)
Edge Jump
Detects walking off edges and auto-jumps for max distance, optional auto-duck
Fast Stop
Computes counter-strafe angle from velocity and applies instant stop
Voice Intelligence
A full voice communication analysis suite (voice_exploits.hpp):
Feature
Description
Channel Intercept
Hear all voice channels regardless of team/proximity restrictions
Force Unmute
Override per-player mute settings
Volume Boost
Configurable voice amplification (up to 3x)
Activity ESP
Volume bars above speaking players with duration, job labels
Direction Arrows
Off-screen pulsing arrows pointing toward speakers not in view
Raid Alert
Flashing "VOICE RAID ALERT" when 2+ enemies talk near you
Social Mapper
Tracks who talks together (overlap count), displayed in intel panel
Pattern Profiler
Per-player stats: total talk time, session count, avg duration, recency
Hold position, return when drifting, face threats in radius
Patrol
Walk waypoint sequence (loop or ping-pong), animated path visualization
Farm
Auto-scan for loot entities (money/printers/weapons), walk to nearest, +USE to collect, priority-sorted targeting
Flee
Run away from danger source for configurable duration, sprint enabled
Shared infrastructure: 16-ray obstacle avoidance (240-degree FOV), smooth yaw steering, auto-jump on steps/gaps, auto-door (+USE) on blocked paths.
Bot Visuals (bot_visuals.hpp)
Status HUD: Mode label, health bar, under-fire warning (flashing), target info, threat count, mode-specific details
Path Visualization: Bezier curves between breadcrumbs with gradient coloring (near=cyan, far=blue), animated pulse dot traveling the path, arrow head at target
Free-roam camera during death (WASD + mouse, Shift speed)
Additional World Exploits
Feature
Description
Night Vision
Enhanced brightness mode
Anti-AFK
Prevent idle kick
Silent Walk
Muted movement
Slide Walk
Slide movement exploit
Lockpick Auto
Auto-lockpick doors
Prop Alert
Notification when props placed near you
Prop Fly
Physics prop flight
Prop Kill
Prop-based player elimination
Entity Magnet
Pull entities toward you
Ghost Mode
Visibility reduction
Infinite Ammo
Unlimited ammunition via Lua
No Recoil (Lua)
Lua-side recoil elimination
Anti-Crash
Crash prevention
Vote Bot
Auto-vote manipulation
Puppet Recording
Record and replay movement sequences
Material Wallhack
Material-based see-through
Low Gravity
Gravity modification
Sound Spam
Audio spam
Auto Buy
Automatic purchasing
Net Sniffer
Network message inspection
Duplication Exploits
Net capture, buy capture, auto-loop, burst mode (configurable count/delay/interval)
Stealth & Anti-Detection
13 layered stealth systems (stealth.hpp):
System
Description
Panic Key
END key -- instant atomic toggle of all visible features
Spectator Detection
Per-frame observer mode + target scan, auto-panic when spectated, auto-unpanic when clear
Spectator Cloak
Selective per-feature disable (not full panic) when spectated
Screenshot Cleaner
Detour render.Capture / render.ReadPixels / render.CapturePixels to return nil
Anti-Screenshot (Expanded)
Additional surface.GetTextureID interception
Anti-Anticheat
Strip existing AC hooks by keyword (anticheat, anti_cheat, ac_, screengrab, cheatdetect, cac_), detour hook.Add to block future AC hook registration
AC Bypass
Full gAC/CAC/StackAC scanning hook bypass
Anti-Kick
Auto-vote-no on kick votes + block kick concommand
Name Steal Cycle
Cycle through other players' names every 30s
Fake Death
Periodic fake death events while alive
Admin Bypass
Hide from ULX/SAM/FAdmin/ServerGuard player lists
Fullbright
render.SetLightingMode toggle with clean install/uninstall
Recording Mode
Disable all overlays for clean footage
Death Replay (death_replay.hpp)
256-frame ring buffer (~7-8 seconds at 33 tick) recording per-player head position, origin, and health each tick. On death, plays back a ghost visualization of the last N seconds. Dismissable with ESC/Space/Enter/click.
Misc Features
Feature
Description
Freecam
Lua-based free camera (F3 toggle, WASD + Shift for speed, CalcView hook)
Third Person
Smooth third-person view via CalcView with traceline collision
Custom Crosshair
Configurable crosshair overlay
Player Profiler
Per-player statistics tracking
Printer Monitor
DarkRP printer location and money tracking
Door Memory
Remember door ownership and access
Spawn Detection
Alert when players spawn nearby
Waypoints
Persistent world-space markers
Net Panel
Network diagnostics display
Rage Mode
Aggressive play mode toggle
Auto Disguise
DarkRP disguise automation
Chat on Death
Configurable death message broadcast
Intel System
The intel pipeline runs a large embedded Lua query (intel_lua.hpp) every frame that:
Iterates all players, extracting: RP name, job, gang/faction/organization, active weapon (with print name resolution), full weapon inventory, admin/superadmin status, observer mode/target, DarkRP money, wanted status
Scans all entities (up to 512) for: printers (with stored money from multiple sources), shipments (with contents and count), drugs/bitcoin miners, owned doors, dropped weapons, money bags, vehicles (with driver detection)
Double-buffers results into config::g_entBuf with atomic index swap for lock-free render-thread reads
BacktrackTick[128 players][12 ticks]
- Matrix3x4 bones[128], origin, simtime
Ring head advances each tick, 200ms age window
Entity ESP Records
EntRecord[512] x 2 buffers
- pos, label, owner, type (0-6), money, health, maxHealth, distance
Atomic index swap: g_entReadIdx
View Matrix
VMatrix[2], screenW[2], screenH[2], cameraOrigin[2]
Written by CreateMove, read by Present via atomic index
WorldToScreen() uses perspective division
Design Notes
Header-only features: All 62 feature modules live in core/*.hpp as inline implementations. Zero link overhead, all optimization happens at compile time.
Double-buffered everything: Bone cache, entity records, view matrices, and crosshair info all use atomic-swapped double buffers for lock-free reads from the render thread.
Thread safety: std::atomic<bool> for g_inGame, g_panic, g_requestEject, g_beingSpectated; std::atomic<int> for g_spectatorCount and all buffer read indices.
Lazy Lua installation: Stealth features (screenshot cleaner, anti-AC, fake death, etc.) install/uninstall reactively per-frame based on config toggles via stealth::StealthInit().
Bot architecture: Four-module split (combat/nav/tasks/visuals) with shared trace helpers, no cross-module circular dependencies, all state in inline globals.
Nav graph: Fixed-size ring buffer (512 nodes) avoids heap allocation. A* uses stack-allocated open/closed lists. Path smoothing removes redundant waypoints via dual-height visibility checks.
Intel pipeline: Single large Lua query returns tab-delimited data for all players + entities in one execution, parsed C++-side with zero Lua callbacks.
Safe ejection: Multi-phase shutdown (clear state -> remove event listeners -> stop scheduler -> unhook game -> unhook D3D9 -> uninitialize MinHook) with Sleep guards between phases.
For educational and research purposes only.
About
Garry's Mod Trainer that works for dark rp and zombie survival.