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Game ModOpen Source

SuperHackerGolf.

Client-side cheat mod for Super Battle Golf. Aim assist with decompiled ball physics, weapon aimbot (legit/rage/silent-aim), ESP overlay, item spawner, force shield, and client-side kick resistance. Built on MelonLoader with HarmonyX.

Source files28
Lines of C#~13k
Rebindable hotkeys11
Spawnable items12
01 / Features

Everything patched through HarmonyX runtime hooks. No DLL injection, no memory writing, no external processes.

01

Golf Aim Assist

Orbit-camera auto-aim toward the hole with analytic pitch solver and crosswind compensation. Releases the swing at optimal power to land on target.

  • Wind-aware trajectory prediction using decompiled game physics
  • Per-contact terrain layer settings (wet grass, sand, cart paths)
  • Cup-rim aware targeting for long approaches
  • Crosswind aim compensation (2D solver, long shots only)
  • Overcharge clamp removal and manual-charge mode
  • Impact preview camera showing predicted landing zone
02

Weapon Aimbot

Three modes with full target filtering. Legit mode steers the camera, rage mode uses silent-aim so bullets redirect without camera movement.

  • Legit: camera steer with configurable smoothing (Linear / EaseOut / Spring)
  • Rage: silent-aim postfix rewriting GetFirearmAimPoint direction
  • Custom: every sub-setting individually configurable
  • Target filtering: players, dummies, mines, carts, skip-protected
  • Hitbox priority: Head (+1.4m) / Chest / Legs, multi-select
  • Visibility linecast and FOV cone checks
03

ESP Overlay

Box and corner-bracket overlays around every in-frustum target. Name, distance, health bar, and tracers with per-category colors.

  • SkinnedMeshRenderer to Collider to CharacterController bounds cascade
  • Frustum culling with single Linecast visibility check
  • Per-category colors (players / dummies / mines / carts)
  • [PROT] badge next to shielded targets
  • Snapshot built in LateUpdate, drawn in OnGUI (Repaint-gated)
04

Client-Side Kick Resist

The server can flag you and call for a kick, but your client shrugs it off — you stay in the match and keep playing while the lobby thinks otherwise. Entirely client-side.

  • Keeps your session alive locally after a server-side kick is issued
  • No network traffic, no modified binaries, no external processes
  • Installed once at mod startup
  • Fail-soft: isolated from the rest of the mod so a game update never bricks the whole build
05

Combat Tools

Force shield, mine pre-arm, bunnyhop, and coffee speed boost. Each wired through the unified bind system with toggle/hold/released modes.

  • Force shield: writes isElectromagnetShieldActive + knockoutImmunity directly
  • Mine pre-arm: instant arming via Harmony-patched Landmine handlers (host-only)
  • Bunnyhop: skips grounded check for repeated jumps without friction
  • Coffee speed boost hotkey
06

Item Spawner

IMGUI grid of all 12 player-usable items, spawnable on demand from a floating panel — even in lobbies where the server-side gate would normally refuse.

  • 12-item catalog: Coffee, DuelingPistol, ElephantGun, Airhorn, SpringBoots, GolfCart, RocketLauncher, Landmine, Electromagnet, OrbitalLaser, RocketDriver, FreezeBomb
  • Host-authoritative fallback path for non-authorized clients
  • One-click spawning with optional auto-equip
07

Unified Bind System

Every hotkey rebindable from the in-game CONFIG tab. Supports toggle, hold, and released activation modes for sustained actions.

  • Click a bind slot, press any key to capture, Escape to cancel
  • Three activation modes: Toggle / Hold / Released (inverse hold)
  • Persisted to Mods/SuperHackerGolf.cfg on Save
  • Applied to weapon aimbot, force shield, and bunnyhop
08

Settings GUI

Tabbed IMGUI window with Aim, Combat, Visuals, Physics, Data, and Config tabs. Sliders, dropdowns, toggles, and per-bind rebinding.

  • 6 tabs: Aim / Combat / Visuals / Physics / Data / Config
  • Save and reload configuration buttons
  • Per-bind rebinding from CONFIG tab
  • Shot prediction telemetry CSV writer
  • HUD overlay with player name and assist status
02 / Golf Physics

Decompiled, not guessed

The trajectory predictor doesn't use estimated coefficients. Launch speed, air damping, bounce chains, ground roll, and wind drift are all reproduced from static analysis of GameAssembly.dll so the predicted line matches real ball physics exactly.

Launch & Flight

  • Launch speed formula from Hittable decompilation
  • Exact reimplementation of ApplyAirDamping
  • WindFactor + CrossWindFactor read via reflection from WindHittableSettings
  • Crosswind 2D solver nudges aim target for long shots (>15m)

Bounce & Roll

  • Per-contact terrain query via TerrainManager.GetDominantLayerSettingsAtPoint
  • Real bounciness and damping for wet grass, sand, and cart paths
  • Bounce chain until velocity drops below threshold
  • Ground roll phase with terrain-specific friction

Targeting

  • GolfHole trigger geometry used for cup-rim aware targeting
  • Long approaches aim at the rim instead of overshooting
  • Nearest-ball mode targets closest ball instead of local
  • Analytic closed-form pitch and speed solver

Verification

  • Shot prediction telemetry CSV logger
  • Predicted-vs-actual impact comparison for every auto-fired shot
  • Trail visualizers: predicted, frozen, and actual as LineRenderers
  • Impact preview camera with offscreen render texture
03 / Technical Details

How it's built

C#

Core mod logic across 28 source files, ~13k lines

MelonLoader 0.7.2

Mod loader framework with IL2CPP interop

HarmonyX

Runtime method patching and reflection-based hooks

Unity IMGUI

In-game settings GUI and ESP overlay rendering

.NET 8

Build target with CI pipeline on GitHub Actions

Reflection

Game state access via cached FieldInfo/MethodInfo

CI Pipeline

GitHub Actions builds the mod from a clean checkout without a game install. A handwritten stub assembly (ci/stubs/) exports every UnityEngine, MelonLoader, HarmonyLib, and TextMeshPro type the mod references, then the mod compiles against that single stub DLL. Auto-releases tagged builds on every push to main.

04 / Controls

Default hotkeys

Aim & Targeting
FToggle golf aim assist
F3Nearest-ball mode
RMBAuto-aim camera (hold)
Mouse4Default weapon-aimbot hold key
F7Weapon aimbot (toggle/hold/released)
Combat & Movement
F2Coffee speed boost
F6Force shield (toggle/hold/released)
F9Mine pre-arm (host-only)
F10Bunnyhop (toggle/hold/released)
Utility
F4Unlock all cosmetics
InsertOpen/close settings GUI

All binds are rebindable from the in-game CONFIG tab. Persisted to Mods/SuperHackerGolf.cfg.

05 / Setup

Installation

01

Install MelonLoader

Install MelonLoader 0.7.2 into your Super Battle Golf folder. Do not use r2modman's BepInEx proxy — it shadows MelonLoader's version.dll.

02

Set launch options

Add WINEDLLOVERRIDES="version=n,b" %command% to your Steam launch options so the game loads MelonLoader.

03

Download the mod

Grab the latest release DLL from GitHub Releases and drop it into your game's Mods folder. The DLL auto-builds on every push to main.

04

Configure

Launch the game and press Insert to open the settings GUI. Rebind keys from the CONFIG tab. Hit Save to persist.

Get the mod

Open source. Auto-releasing CI builds. Grab the latest DLL or read the full source.