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.
SYSTEM.TOPOLOGY
LAYER 01 / LOADER
MelonLoader 0.7.2
IL2CPP interop + mod host
LAYER 02 / PATCHES
HarmonyX runtime hooks
prefix / postfix / transpiler
LAYER 03 / TARGET
Super Battle Golf
GameAssembly.dll / Unity IMGUI
LAYER 04 / OUTPUT
Aim · ESP · Combat · Items
12 items · 28 files · 11 hotkeys
Everything patched through HarmonyX runtime hooks. No DLL injection, no memory writing, no external processes.
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
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
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)
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
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
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
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
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
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
How it's built
Core mod logic across 28 source files, ~13k lines
Mod loader framework with IL2CPP interop
Runtime method patching and reflection-based hooks
In-game settings GUI and ESP overlay rendering
Build target with CI pipeline on GitHub Actions
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.
Default hotkeys
All binds are rebindable from the in-game CONFIG tab. Persisted to Mods/SuperHackerGolf.cfg.
Installation
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.
Set launch options
Add WINEDLLOVERRIDES="version=n,b" %command% to your Steam launch options so the game loads MelonLoader.
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.
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.