Found 40 repositories(showing 30)
andylolu2
YourMumBot is a discord bot that makes your mum jokes based on content sent by users.
paper1991
Greetings, my name is Beef, and today I would like to present an exceedingly excellent Your Mother joke. I will now begin. Your biological mother is so morbidly obese, when she went to go get her yearly physical done, the doctor took her blood and the results concluded that she had a high blood pressure, onset Type 2 Diabetes, hypertension, and the possibility of heart disease. She also suffers from severe depression, because she lacks confidence in her physical appearance, which enables her to consume even more food, making her more obese. Not to mention, but your mother is becoming so monstrous, she had a hard time fitting through small spaces and exceeding weight limits on practical applications. Your mother has an endless cycle of malicious eating habits that only make her health worsen over time. I hope whoever has just read this enjoyed the humorous Your Mother joke. Thank you for you time and have a blessed day.
ads04r
Something I wrote years ago ... a JavaScript applet for generating mothers' maiden names for the privacy-aware.
ToxicChicken1018
// ==UserScript== // @name Krunker WheelChair // @namespace https://github.com/hrt // @version 1.8.9 // @description WheelChair // @author hrt x ttap // @match https://krunker.io/* // @run-at document-start // @grant none // ==/UserScript== // note: this script gets injected into its own isolated context/iframe // to console.log we would have to call window.top.console.log cripple_window(window.parent); function cripple_window(_window) { if (!_window) { return; } // state is shared across all frames let shared_state = new Map(Object.entries({functions_to_hide: new WeakMap(), strings_to_hide: [], hidden_globals: [], init: false})); let invisible_define = function(obj, key, value) { shared_state.get('hidden_globals').push(key); Object.defineProperty(obj, key, { enumberable: false, configurable: false, writable: true, value: value }); }; // unique to each user const master_key = 'ttap#4547'; if (!window.top[master_key]) { // initialise top state invisible_define(window.top, master_key, shared_state); } else { // restore shared_state = window.top[master_key]; } // hook toString to hide presence const original_toString = _window.Function.prototype.toString; let hook_toString = new Proxy(original_toString, { apply: function(target, _this, _arguments) { let lookup_fn = shared_state.get('functions_to_hide').get(_this); if (lookup_fn) { return target.apply(lookup_fn, _arguments); } let ret = target.apply(_this, _arguments); for (var i = 0; i < shared_state.get('strings_to_hide').length; i++) { ret = ret.replace(shared_state.get('strings_to_hide')[i].from, shared_state.get('strings_to_hide')[i].to); } return ret; } }); _window.Function.prototype.toString = hook_toString; let conceal_function = function(original_Function, hook_Function) { shared_state.get('functions_to_hide').set(hook_Function, original_Function); }; let conceal_string = function(original_string, hook_string) { shared_state.get('strings_to_hide').push({from: new RegExp(hook_string.replace(/([\[|\]|\(|\)|\*|\\|\.|\+])/g,'\\$1'), 'g'), to: original_string}); }; // hook Object.getOwnPropertyDescriptors to hide variables from window const original_getOwnPropertyDescriptors = _window.Object.getOwnPropertyDescriptors; let hook_getOwnPropertyDescriptors = new Proxy(original_getOwnPropertyDescriptors, { apply: function(target, _this, _arguments) { try { var descriptors = target.apply(_this, _arguments); } catch (e) { // modify stack trace to hide proxy e.stack = e.stack.replace(/.*Object.*\n/g, ''); throw e; } for (var i = 0; i < shared_state.get('hidden_globals').length; i++) { delete descriptors[shared_state.get('hidden_globals')[i]]; } return descriptors; } }); _window.Object.getOwnPropertyDescriptors = hook_getOwnPropertyDescriptors; // drawVisuals gets overwritten later - place hook before anti cheat loads let drawVisuals = function() {}; const original_clearRect = _window.CanvasRenderingContext2D.prototype.clearRect; let hook_clearRect = new Proxy(original_clearRect, { apply: function(target, _this, _arguments) { target.apply(_this, _arguments); drawVisuals(_this); } }); _window.CanvasRenderingContext2D.prototype.clearRect = hook_clearRect; // hook window.open to always return null (pop up blocker) // otherwise we would have to also patch native functions in new window const original_open = _window.open; let hook_open = new Proxy(original_open, { apply: function(target, _this, _arguments) { return null; } }); _window.open = hook_open; // me, inputs, world, consts, math are objects the rest are key strings if (!shared_state.get('hrt')) { shared_state.set('hrt', function(me, inputs, world, consts, math) { /******************************************************/ /* re implements code that we overwrote to place hook */ let controls = world.controls; if (controls.scrollDelta) { controls.skipScroll = controls.scrollToSwap; if (!controls.scrollToSwap) { controls.fakeKey(0x4e20,0x1); } } controls.scrollDelta = 0; controls.wSwap = 0; /******************************************************/ const playerHeight = 11; const crouchDst = 3; const headScale = 2; const hitBoxPad = 1; const armScale = 1.3; const chestWidth = 2.6; const armInset = -.1; const playerScale = (2 * armScale + chestWidth + armInset) / 2; const SHOOT = 5, SCOPE = 6, xDr = 3, yDr = 2, JUMP = 7, CROUCH = 8; const PI2 = Math.PI * 2; let isEnemy = function(player) {return !me.team || player.team != me.team}; let canHit = function(player) {return null == world[canSee](me, player.x3, player.y3 - player.crouchVal * crouchDst, player.z3)}; let normaliseYaw = function(yaw) {return (yaw % PI2 + PI2) % PI2;}; let getDir = function(a, b, c, d) { return Math.atan2(b - d, a - c); }; let getD3D = function(a, b, c, d, e, f) { let g = a - d, h = b - e, i = c - f; return Math.sqrt(g * g + h * h + i * i); }; let getXDire = function(a, b, c, d, e, f) { let g = Math.abs(b - e), h = getD3D(a, b, c, d, e, f); return Math.asin(g / h) * (b > e ? -1 : 1); }; let dAngleTo = function(x, y, z) { let ty = normaliseYaw(getDir(controls.object.position.z, controls.object.position.x, z, x)); let tx = getXDire(controls.object.position.x, controls.object.position.y, controls.object.position.z, x, y, z); let oy = normaliseYaw(controls.object.rotation.y); let ox = controls[pchObjc].rotation.x; let dYaw = Math.min(Math.abs(ty - oy), Math.abs(ty - oy - PI2), Math.abs(ty - oy + PI2)); let dPitch = tx - ox; return Math.hypot(dYaw, dPitch); }; let calcAngleTo = function(player) {return dAngleTo(player.x3, player.y3 + playerHeight - (headScale + hitBoxPad) / 2 - player.crouchVal * crouchDst, player.z3);}; let calcDistanceTo = function(player) {return getD3D(player.x3, player.y3, player.z3, me.x, me.y, me.z)}; let isCloseEnough = function(player) {let distance = calcDistanceTo(player); return me.weapon.range >= distance && ("Shotgun" != me.weapon.name || distance < 70) && ("Akimbo Uzi" != me.weapon.name || distance < 100);}; let haveAmmo = function() {return !(me.ammos[me.weaponIndex] !== undefined && me.ammos[me.weaponIndex] == 0);}; // target selector - based on closest to aim let closest = null, closestAngle = Infinity; let players = world.players.list; for (var i = 0; me.active && i < players.length; i++) { let e = players[i]; if (e[isYou] || !e.active || !e[objInstances] || !isEnemy(e)) { continue; } // experimental prediction removed e.x3 = e.x; e.y3 = e.y; e.z3 = e.z; if (!isCloseEnough(e) || !canHit(e)) { continue; } let angle = calcAngleTo(e); if (angle < closestAngle) { closestAngle = angle; closest = e; } } // aimbot let ty = controls.object.rotation.y, tx = controls[pchObjc].rotation.x; if (closest) { let target = closest; let y = target.y3 + playerHeight - (headScale/* + hitBoxPad*/) / 2 - target.crouchVal * crouchDst; if (me.weapon.nAuto && me.didShoot) { inputs[SHOOT] = 0; } else if (!me.aimVal) { inputs[SHOOT] = 1; inputs[SCOPE] = 1; } else { inputs[SCOPE] = 1; } ty = getDir(controls.object.position.z, controls.object.position.x, target.z3, target.x3); tx = getXDire(controls.object.position.x, controls.object.position.y, controls.object.position.z, target.x3, y, target.z3); // perfect recoil control tx -= .3 * me[recoilAnimY]; } else { inputs[SHOOT] = controls[mouseDownL]; inputs[SCOPE] = controls[mouseDownR]; } // silent aim inputs[xDr] = +(tx % PI2).toFixed(3); inputs[yDr] = +(ty % PI2).toFixed(3); // auto reload controls.keys[controls.reloadKey] = !haveAmmo() * 1; // bhop inputs[JUMP] = (controls.keys[controls.jumpKey] && !me.didJump) * 1; // runs once if (!shared_state.get('init')) { shared_state.set('init', true); drawVisuals = function(c) { let scalingFactor = arguments.callee.caller.caller.arguments[0]; let perspective = arguments.callee.caller.caller.arguments[2]; let scaledWidth = c.canvas.width / scalingFactor; let scaledHeight = c.canvas.height / scalingFactor; let worldPosition = perspective.camera.getWorldPosition(); for (var i = 0; i < world.players.list.length; i++) { let player = world.players.list[i]; let e = players[i]; if (e[isYou] || !e.active || !e[objInstances] || !isEnemy(e)) { continue; } // the below variables correspond to the 2d box esps corners // note: we can already tell what ymin ymax is let xmin = Infinity; let xmax = -Infinity; let ymin = Infinity; let ymax = -Infinity; let br = false; for (var j = -1; !br && j < 2; j+=2) { for (var k = -1; !br && k < 2; k+=2) { for (var l = 0; !br && l < 2; l++) { let position = e[objInstances].position.clone(); position.x += j * playerScale; position.z += k * playerScale; position.y += l * (playerHeight - e.crouchVal * crouchDst); if (!perspective.frustum.containsPoint(position)) { br = true; break; } position.project(perspective.camera); xmin = Math.min(xmin, position.x); xmax = Math.max(xmax, position.x); ymin = Math.min(ymin, position.y); ymax = Math.max(ymax, position.y); } } } if (br) { continue; } xmin = (xmin + 1) / 2; ymin = (ymin + 1) / 2; xmax = (xmax + 1) / 2; ymax = (ymax + 1) / 2; c.save(); // save and restore these variables later so they got nothing on us const original_strokeStyle = c.strokeStyle; const original_lineWidth = c.lineWidth; const original_font = c.font; const original_fillStyle = c.fillStyle; // perfect box esp c.lineWidth = 5; c.strokeStyle = 'rgba(255,50,50,1)'; let distanceScale = Math.max(.3, 1 - getD3D(worldPosition.x, worldPosition.y, worldPosition.z, e.x, e.y, e.z) / 600); c.scale(distanceScale, distanceScale); let xScale = scaledWidth / distanceScale; let yScale = scaledHeight / distanceScale; c.beginPath(); ymin = yScale * (1 - ymin); ymax = yScale * (1 - ymax); xmin = xScale * xmin; xmax = xScale * xmax; c.moveTo(xmin, ymin); c.lineTo(xmin, ymax); c.lineTo(xmax, ymax); c.lineTo(xmax, ymin); c.lineTo(xmin, ymin); c.stroke(); // health bar c.fillStyle = "rgba(255,50,50,1)"; let barMaxHeight = ymax - ymin; c.fillRect(xmin - 7, ymin, -10, barMaxHeight); c.fillStyle = "#00FFFF"; c.fillRect(xmin - 7, ymin, -10, barMaxHeight * (e.health / e.maxHealth)); // info c.font = "60px Sans-serif"; c.fillStyle = "white"; c.strokeStyle='black'; c.lineWidth = 1; let x = xmax + 7; let y = ymax; c.fillText(e.name, x, y); c.strokeText(e.name, x, y); c.font = "30px Sans-serif"; y += 35; c.fillText(e.weapon.name, x, y); c.strokeText(e.weapon.name, x, y); y += 35; c.fillText(e.health + ' HP', x, y); c.strokeText(e.health + ' HP', x, y); c.strokeStyle = original_strokeStyle; c.lineWidth = original_lineWidth; c.font = original_font; c.fillStyle = original_fillStyle; c.restore(); // skelly chams // note: this can be done better if (e.legMeshes[0]) { let material = e.legMeshes[0].material; material.alphaTest = 1; material.depthTest = false; material.fog = false; material.emissive.g = 1; material.wireframe = true; } } }; }; }) } const handler = { construct(target, args) { try { var original_fn = new target(...args); } catch (e) { // modify stack trace to hide proxy e.stack = e.stack.replace(/.*Object.*\n/g, ''); throw e; } if (args.length == 2 && args[1].length > parseInt("1337 ttap#4547")) { let script = args[1]; // anti anti chet & anti skid const version = script.match(/\w+\['exports'\]=(0[xX][0-9a-fA-F]+);/)[1]; if (version !== "0x597b") { _window[atob('ZG9jdW1lbnQ=')][atob('d3JpdGU=')](atob('VmVyc2lvbiBtaXNzbWF0Y2gg') + version); _window[atob('bG9jYX'+'Rpb24'+'=')][atob('aHJ'+'lZg='+'=')] = atob('aHR0cHM6'+'Ly9naXRodWIuY2'+'9tL2hydC93aGVlb'+'GNoYWly'); } // note: this window is not the main window window['canSee'] = script.match(/,this\['(\w+)'\]=function\(\w+,\w+,\w+,\w+,\w+\){if\(!\w+\)return!\w+;/)[1]; window['pchObjc'] = script.match(/\(\w+,\w+,\w+\),this\['(\w+)'\]=new \w+\['\w+'\]\(\)/)[1]; window['objInstances'] = script.match(/\[\w+\]\['\w+'\]=!\w+,this\['\w+'\]\[\w+\]\['\w+'\]&&\(this\['\w+'\]\[\w+\]\['(\w+)'\]\['\w+'\]=!\w+/)[1]; window['isYou'] = script.match(/,this\['\w+'\]=!\w+,this\['\w+'\]=!\w+,this\['(\w+)'\]=\w+,this\['\w+'\]\['length'\]=\w+,this\[/)[1]; window['recoilAnimY'] = script.match(/\w*1,this\['\w+'\]=\w*0,this\['\w+'\]=\w*0,this\['\w+'\]=\w*1,this\['\w+'\]=\w*1,this\['\w+'\]=\w*0,this\['\w+'\]=\w*0,this\['(\w+)'\]=\w*0,this\['\w+'\]=\w*0,this\['\w+'\]=\w*0,this\['\w+'\]=\w*0,/)[1]; window['mouseDownL'] = script.match(/this\['\w+'\]=function\(\){this\['(\w+)'\]=\w*0,this\['(\w+)'\]=\w*0,this\['\w+'\]={}/)[1]; window['mouseDownR'] = script.match(/this\['\w+'\]=function\(\){this\['(\w+)'\]=\w*0,this\['(\w+)'\]=\w*0,this\['\w+'\]={}/)[2]; const inputs = script.match(/\(\w+,\w*1\)\),\w+\['\w+'\]=\w*0,\w+\['\w+'\]=\w*0,!(\w+)\['\w+'\]&&\w+\['\w+'\]\['push'\]\((\w+)\),(\w+)\['\w+'\]/)[2]; const world = script.match(/\(\w+,\w*1\)\),\w+\['\w+'\]=\w*0,\w+\['\w+'\]=\w*0,!(\w+)\['\w+'\]&&\w+\['\w+'\]\['push'\]\((\w+)\),(\w+)\['\w+'\]/)[1]; const consts = script.match(/\w+\['\w+'\]\),\w+\['\w+'\]\(\w+\['\w+'\],\w+\['\w+'\]\+\w+\['\w+'\]\*(\w+)/)[1]; const me = script.match(/\(\w+,\w*1\)\),\w+\['\w+'\]=\w*0,\w+\['\w+'\]=\w*0,!(\w+)\['\w+'\]&&\w+\['\w+'\]\['push'\]\((\w+)\),(\w+)\['\w+'\]/)[3]; const math = script.match(/\\x20\-50\%\)\\x20rotate\('\+\((\w+)\['\w+'\]\(\w+\[\w+\]\['\w+'\]/)[1]; const code_to_overwrite = script.match(/(\w+\['\w+'\]&&\(\w+\['\w+'\]=\w+\['\w+'\],!\w+\['\w+'\]&&\w+\['\w+'\]\(\w+,\w*1\)\),\w+\['\w+'\]=\w*0,\w+\['\w+'\]=\w*0),!\w+\['\w+'\]&&\w+\['\w+'\]\['push'\]\(\w+\),\w+\['\w+'\]\(\w+,\w+,!\w*1,\w+\['\w+'\]\)/)[1]; const ttapParams = [me, inputs, world, consts, math].toString(); let call_hrt = `window.top['` + master_key + `'].get('hrt')(` + ttapParams + `)`; /* pad to avoid stack trace line:column number detection the script will have the same length as it originally had */ if (call_hrt.length > code_to_overwrite.length) { throw 'WHEELCHAIR: target function too small ' + [call_hrt.length, code_to_overwrite.length]; } let whitespaces = code_to_overwrite.match(/\s/g); for (var i = 0; i < whitespaces && whitespaces.length; i++) { call_hrt += whitespaces[i]; } while (call_hrt.length < code_to_overwrite.length) { call_hrt += ' '; } script = script.replace(code_to_overwrite, call_hrt); conceal_string(code_to_overwrite, call_hrt); /***********************************************************************************************************/ /* Below are some misc features which I wouldn't consider bannable */ // all weapons trails on script = script.replace(/\w+\['weapon'\]&&\w+\['weapon'\]\['trail'\]/g, "true") // color blind mode script = script.replace(/#9eeb56/g, '#00FFFF'); // no zoom script = script.replace(/,'zoom':.+?(?=,)/g, ",'zoom':1"); /***********************************************************************************************************/ // bypass modification check of returned function const original_script = args[1]; args[1] = script; let mod_fn = new target(...args); args[1] = original_script; conceal_function(original_fn, mod_fn); return mod_fn; } return original_fn; } }; // we intercept game.js at the `Function` generation level const original_Function = _window.Function; let hook_Function = new Proxy(original_Function, handler); _window.Function = hook_Function; conceal_function(original_open, hook_open); conceal_function(original_clearRect, hook_clearRect); conceal_function(original_getOwnPropertyDescriptors, hook_getOwnPropertyDescriptors); conceal_function(original_toString, hook_toString); conceal_function(original_Function, hook_Function); }
beldonholt
No description available
yourmumluvvsme504
Config files for my GitHub profile.
Yourmum20
Config files for my GitHub profile.
yourmum00
Config files for my GitHub profile.
sirells007
DO NOT BE BAD OR YUOU WILL BE SAD
w00181
No description available
legendafamilia
Thats me
ailunwu6-coder
ff
S4mmD
No description available
yourmum12
Config files for my GitHub profile.
YOUMUMBLUAD
No description available
bottines
No description available
aisharc
No description available
Gayhope
I like melons
kratostheghostofsparta89
i am someone
FreybergDigital
No description available
CuberSMP
No description available
Spikes435
No description available
NamBNguyen
No description available
shaneiscool1405
fffffffff
yourmum1-2-3-4
Config files for my GitHub profile.
yourmumisfat
Config files for my GitHub profile.
yourmumhahahahhahahahah
Config files for my GitHub profile.
Yourmumj
Config files for my GitHub profile.
yourmumsdad
Config files for my GitHub profile.
yournummy321
moms