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Gamesense crack source with build tutorial

04 Sep 10:10
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Board Status > NOTE: this site is live @`https://h4xr0x.cc

@`https://discord.gg/EYCBURUPcm

GAMESENSE.IS | GAMESENSE.PUB | SKEET.CC

// original gamesense.pub crack (fake) gamesense.pub staff leaked the lua workshop, the gamesensical staff group dox'd the documentation which lead to it being // used in other cheat sources as api.gamesense.is = gcode solutions, legendware, nixware, dota2 company login. in directory you can find the build't in cheat // sources; the " crack" is leak of DLC ( downloadable content ) skeet is legendary because of the users who made that content. The cheat is an original paste, // the base buildt in cheat is by valve, extended by the community of modders, of which the hvh community gives crown to the rage content made by skeet users. // Which content can be used in this "crack" .

gs Project

Application

  • GroupId: gamesense.org.acme
  • ArtifactId: gs
  • Version: 1.0.0-SNAPSHOT
  • Quarkus Version: 2.3.0.Final

This project uses Quarkus, the Supersonic Subatomic Java Framework.

Gamesense.pub cracked Loader, cheat engine & scripting CLI

For help or more tutorials, leaks, cheats, hacks & h4xr0x join the community or follow here:

/ https://gamesense.cloud

/ https://h4xr0x.cc

/ https://discord.gg/EYCBURUPcm

Tutorial: How to build gamesense.pub's loader

image

Prerequisites

curl -s "https://get.sdkman.io" | bash

Running the application in dev mode

You can run your application in dev mode that enables live coding using:

./mvnw compile quarkus:dev

NOTE: Quarkus now ships with a Dev UI, which is available in dev mode only at http://localhost:8080/q/dev/.

Packaging and running the application

The application can be packaged using:

./mvnw package

It produces the quarkus-run.jar file in the target/quarkus-app/ directory.
Be aware that it’s not an über-jar as the dependencies are copied into the target/quarkus-app/lib/ directory.

The application is now runnable using java -jar target/quarkus-app/quarkus-run.jar.

If you want to build an über-jar, execute the following command:

./mvnw package -Dquarkus.package.type=uber-jar

The application, packaged as an über-jar, is now runnable using java -jar target/*-runner.jar.

Creating a native executable

You can create a native executable using:

./mvnw package -Pnative

Or, if you don't have GraalVM installed, you can run the native executable build in a container using:

./mvnw package -Pnative -Dquarkus.native.container-build=true

You can then execute your native executable with: ./target/gs-1.0.0-SNAPSHOT-runner

If you want to learn more about building native executables, please consult https://quarkus.io/guides/maven-tooling.html.

Related Guides

image

  • YAML Configuration (guide): Use YAML to configure your Quarkus application
  • Quarkus Extension for Spring Web API (guide): Use Spring Web annotations to create your REST services

Provided Code

YAML Config

Configure your application with YAML

Related guide section...

The Quarkus application configuration is located in src/main/resources/application.yml.

Spring Web

Spring, the Quarkus way! Start your RESTful Web Services with a Spring Controller.

Related guide section...

  • Your static assets are located in src/main/resources/META-INF/resources.
  • Configure your application in src/main/resources/application.yml.
  • Quarkus now ships with a Dev UI (available in dev mode only)
  • Play with the provided code located in src/main/java:

Spring Web

Spring, the Quarkus way! Start your RESTful Web Services with a Spring Controller.

@Path: [/greeting](/greeting)

Related guide section...

The Quarkus application configuration is located in src/main/resources/application.yml.

Spring Web

Spring, the Quarkus way! Start your RESTful Web Services with a Spring Controller.

Related guide section...

  • Your static assets are located in src/main/resources/META-INF/resources.
  • Configure your application in src/main/resources/application.yml.
  • Quarkus now ships with a Dev UI (available in dev mode only)
  • Play with the provided code located in src/main/java:

Spring Web

Spring, the Quarkus way! Start your RESTful Web Services with a Spring Controller.

@Path: [/greeting](/greeting)

Related guide section...

ABOUT GAMESENSICAL GameSense

`@original: dev branch: https://github.com/h4xrOx/gamesense_docs | jessy-lua/docs#1

image

image

Building the GameSense.pub Loader

Assuming you have:

Install NodeJS

sudo apt update
sudo apt upgrade
sudo apt-get install nodejs

sudo apt install npm

Now, create a new folder for our server.

mkdir server/

Then navigate into it:

cd server/

/ -- Now, open up your folder in Visual Studio Code, you can do this by typing: code. The first time you do this, it will trigger a download for the necessary dependencies:

Installing OpenSSH Server on Ubuntu 20.04

sudo apt-get update
sudo apt-get upgrade

Now that all packages are up-to-date, run the “apt-get install” command in order to install OpenSSH.

sudo apt-get install openssh-server

Create an SSH key

If you don't have an SSH key pair, a bash shell or the command line and type in:

ssh-keygen -t ed25519

ctrl+3 or on toolbar veiw select command palete and select " public key" from the drop down box:

image

From steps displayed on your console, you should see A configuration file is created in the /etc/ssh a folder named sshd_config. Symbolic links are created. One named sshd.service (your systemd service) and one in the multi-user target (to boot SSH when you log in).

sudo systemctl status sshd
netstat -tulpn | grep 22^

if you don't have netstat by default

sudo apt-get install net-tools

Enabling SSH traffic on your firewall settings

To enable SSH connections on your host, ...

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GameSense.is.crack.carck

16 Jul 19:03
6de0e29
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#I sell nothing ## https://gamesense.cloud
#I dont play games ## https://discord.gg/SjHFVAjFHj
This repo was a honey pot #https://h4xr0x.cc
download the cheat source ##https://gamesense.cloud/index.php/f/90146 | ##https://h4xr0x.cc/plugins/Gamesense-master.zip

cl_showfps 1
maxplayers 1
sv_cheats 1
+sv_pure 1
alias GAMESENSE ""
alias GAMESENS ""
alias GAMESEN ""
alias GAMESE ""
alias GAMES ""
alias GAME ""
alias GAM ""
alias GA ""
alias G ""

alias G         "cl_clanid 35297413 ;alias Clantag GA"
alias GA        "cl_clanid 35297418 ;alias Clantag GAM"
alias GAM       "cl_clanid 35297419 ;alias Clantag GAME"
alias GAME      "cl_clanid 35297422 ;alias Clantag GAMES"
alias GAMES     "cl_clanid 35297426 ;alias Clantag GAMESE"
alias GAMESE    "cl_clanid 35297431 ;alias Clantag GAMESEN"
alias GAMESEN   "cl_clanid 35297438 ;alias Clantag GAMESENS"
alias GAMESENS  "cl_clanid 35297445 ;alias Clantag GAMESENSE"
alias GAMESENSE "cl_clanid 35297410 ;alias Clantag GAMESENS2"
alias GAMESENS2 "cl_clanid 35297445 ;alias Clantag GAMESEN2"
alias GAMESEN2  "cl_clanid 35297438 ;alias Clantag GAMESE2"
alias GAMESE2   "cl_clanid 35297431 ;alias Clantag GAMES2"
alias GAMES2    "cl_clanid 35297426 ;alias Clantag GAME2"
alias GAME2     "cl_clanid 35297422 ;alias Clantag GAM2"
alias GAM2      "cl_clanid 35297419 ;alias Clantag GA2"
alias GA2       "cl_clanid 35297418 ;alias Clantag G"

alias Clantag "G"

CheatVar

{% hint style="info" %}
You can access CheatVar instance through g_Config
{% endhint %}

Functions

GetBool

Return value:

Name Type Description
value bool CheatVar value as a bool

Parameters:

Name Type Description Required
el_index int Element index for multicombo cheatvar -
local val = var:GetBool()

GetFloat

Return value:

Name Type Description
value float CheatVar value as a float
local val = var:GetFloat()

GetInt

Return value:

Name Type Description
value int CheatVar value as int
local val = var:GetInt()

GetColor

Return value:

Name Type Description
value Color CheatVar value as Color
local val = var:GetColor()

GetString

Return value:

Name Type Description
value string CheatVar value as string
local val = var:GetString()

SetBool

Parameters:

Name Type Description Required
el_index int Element index for multicombo cheatvar -
value bool New bool value +
local ref_fake_options = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options")
ref_fake_options:SetBool(3, true)

SetInt

Parameters:

Name Type Description Required
value int New int value +
var:SetInt(1)

SetFloat

Parameters:

Name Type Description Required
value float New float value +
var:SetFloat(1.5)

SetColor

Parameters:

Name Type Description Required
value Color New Color value +
var:SetColor(Color.new(1, 1, 1, 1))

SetString

Parameters:

Name Type Description Required
value string New string value +
var:SetString("Hello")

RegisterCallback

Parameters:

Name Type Description Required
value function Callback +
var:RegisterCallback(function()
	print("callback!")
end)

SetVisible

Parameters:

Name Type Description Required
value bool Item visibility +
var:SetVisible(false)

DestroyItem

{% hint style="warning" %}
DestroyItem was previously incorrectly listed here. It has been moved to to the Menu API
{% endhint %}

SetTooltip

Parameters:

Name Type Description Required
value string Tooltip content +
var:SetTooltip("Tooltip")

UpdateList

Parameters:

Name Type Description Required
new combo items table Combo Items +
local combo = menu.Combo("Neverlose", "Combo", {"Element 1", "Element 2", "Element 3"}, 0, "Tooltip")
menu.Button("neverlose", "update"):RegisterCallback(function()	
	combo:UpdateList({"el1", "el2"})	
end)

GetList

Return value:

Name Type Description
Combo elements table Returns all elements in combo
local bodyAim = g_Config:FindVar("Aimbot", "Ragebot", "Accuracy", "Body Aim")
local list = bodyAim:GetList()

for _, item in ipairs(list) do
  print(item)
end

```//antiaim
var jitter_cache = UI.GetValue("Anti-Aim", "Rage Anti-Aim", "Jitter offset")
var yaw_cache = UI.GetValue("Anti-Aim", "Rage Anti-Aim", "Yaw offset")
    localplayer_index = Entity.GetLocalPlayer();

    if (UI.GetValue("Misc", "JAVASCRIPT", "Script items", "AA on slowwalk") && UI.IsHotkeyActive("Anti-Aim", "Extra", "Slow walk")) {
        UI.SetValue("Anti-Aim", "Fake-Lag", "Jitter", 0);
        UI.SetValue("Anti-Aim", "Fake-Lag", "Trigger limit", 16);
        UI.SetValue("Anti-Aim", "Fake-Lag", "Limit", 16);
        UI.SetValue("Anti-Aim", "Rage Anti-Aim", "Yaw offset", -10);
        UI.SetValue("Anti-Aim", "Rage Anti-Aim", "Jitter offset", 40);
        AntiAim.SetOverride(1);
        AntiAim.SetFakeOffset(0);
        AntiAim.SetRealOffset(-13);
    } else {
        UI.SetValue("Anti-Aim", "Rage Anti-Aim", "Jitter offset", jitter_cache);
        AntiAim.SetOverride(0);
    }
    if (UI.GetValue("Misc", "JAVASCRIPT", "Script items", "AA on slowwalk") && !UI.IsHotkeyActive("Anti-Aim", "Extra", "Slow walk")) {
        UI.SetValue("Anti-Aim", "Fake-Lag", "Jitter", 100);
        UI.SetValue("Anti-Aim", "Fake-Lag", "Trigger limit", 16);
        UI.SetValue("Anti-Aim", "Fake-Lag", "Limit", 0);
        UI.SetValue("Anti-Aim", "Rage Anti-Aim", "Yaw offset", 0);
        UI.SetValue("Anti-Aim", "Rage Anti-Aim", "Jitter offset", 5);
        AntiAim.SetOverride(1);
        AntiAim.SetFakeOffset(0);
        AntiAim.SetRealOffset(-29);
    }
}
```Cheat.RegisterCallback("CreateMove", "lowdeltaslow");

```var x = 0,
    y = 0,
    z = 0;
var eye_angles = [0, 0, 0];
var wts_impact = [0, 0, 0];
var render_time = 0;```

```function bullet_impact() {
    if (!UI.GetValue("Local Bullet Tracer"))
        return;```

    player = Event.GetInt("userid");
    player_id = Entity.GetEntityFromUserID(player);
    impact_x = Event.GetFloat("x"), impact_y = Event.GetFloat("y"), impact_z = Event.GetFloat("z");

    if (Entity.GetLocalPlayer() !== player_id)
        return;

    x = impact_x;
    y = impact_y;
    z = impact_z;

    eye_angles = Entity.GetEyePosition(Entity.GetLocalPlayer());
    render_time = Globals.Curtime();
}

```function drawed() {
    if (!UI.GetValue("Local Bullet Tracer"))
        return;

    wts_impact = Render.WorldToScreen([x, y, z]);
    wts_eye_angles = Render.WorldToScreen([eye_angles[0], eye_angles[1], eye_angles[2]]);

    if (wts_impact[2] === 1 && wts_eye_angles[2] === 1 //remove this and experience a mess
        &&
        (Globals.Curtime() - render_time) < 4) //4s just as the client/server impacts
        Render.Line(wts_eye_angles[0], wts_eye_angles[1], wts_impact[0], wts_impact[1], [61, 135, 224, 230]);
}

```Cheat.RegisterCallback("bullet_impact", "bullet_impact");
Cheat.RegisterCallback("Draw", "drawed");

//keybinds

const keybinds_y = UI.AddSliderInt("keybinds_y", 0, Global.GetScreenSize()[1])
UI.SetValue("Misc", "JAVASCRIPT", "Script items", "keybinds_x", 0);
UI.SetValue("Misc", "JAVASCRIPT", "Script items", "keybinds_y", 655);

function in_bounds(vec, x, y, x2, y2) {
    return (vec[0] > x) && (vec[1] > y) && (vec[0] < x2) && (vec[1] < y2)
}

function xy() {
    UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "keybinds_x", false)
    UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", "keybinds_y", false)
}
xy();```

```function keybinds() {
    if (UI.GetValue("Script items", "Enable binds list")) {
        var h = [];
        const fontpixel = Render.AddFont("MuseoSansCyrl-500", 12, 100);
        const fontpixel1 = Render.AddFont("MuseoSansCyrl-500", 13, 100);

        var lflt = UI.GetValue("Anti-aim", "Fake-Lag", "Limit");

        if (UI.GetValue("Anti-Aim", "Fake-Lag", "Enabled") && lflt > 0) {
            h.push("Fakelag - " + lflt)
        }
        if (UI.GetValue("Anti-Aim", "Rage Anti-Aim", "Manual dir")) {
            h.push("Manual direction")
        }
        if (UI.GetValue("Misc", "GENERAL", "Movement", "Auto bunnyhop") && Input.IsKeyPressed(0x20)) {
            h.push("Strafe")
        }
        if (UI.IsHotkeyActive("Visual", "WORLD", "View", "Thirdperson")) {
            h.push("Thirdperson")
        }
        if (UI.IsHotkeyActive("Anti-Aim", "Extra", "Slow walk")) {
            h.push("Slow walk")
        }
        if (UI.IsHotkeyActive("Anti-Aim", "Extra", "Fake duck")) {
            h.push("Fake duck")
        }
        if (UI.IsHotkeyActive("Misc", "General", "Movement", "Auto peek")) {
...
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