Found 59 repositories(showing 30)
glebkudr
One‑click codebase “blast” for Large‑Language‑Model workflows.
raw-lab
Python code for versatile Functional Ontology Assignments for Metagenomes searching via Hidden Markov Model (HMM) with environmental focus of shotgun metaomics data
zellerlab
Code and analysis results for the CRC shotgun meta-analysis
ProjectGuerilla
A collection of Python Code Snppets and Examples for the Shotgun API
radiatoryang
This is the repository for Level With Me (cohort 2), an interview series at Rock Paper Shotgun that culminated in a collaborative game by all the interviewed developers. All implementation was handled by Robert Yang in Unity. The code and scene construction is quite messy... you've been warned.
ytomofuji
This is a repository of the codes used in the Tomofuji et al (reconstruction of the personal information from meta genome shotgun sequencing data).
RichardTheStork
basic code to get things done in shotgun we need at WTD
HNUmcc
R code for shotgun metagenomic sequences of CRC patient and healthy cohorts from Hainan, China
mukherjeec
Source codes for "Mukherjee & Rodriguez: GPU-powered Stochastic Shotgun Search for Dirichlet proces mixtures of Gaussian Graphical Models"
Jinyuan1998
This repository contains all the code and files needed for our scientific data project that highlights comparative and functional study using 395 shotgun metagenomic samples from hematopoietic cell transplant patients collected in the past 10 years in Memorial Hospital.
shekhar023
Gun Mechanism using C++ in Unreal Engine 4. It is a base code which can be used to create custom blueprint classes in unreal engine 4 for weapons such as Assault Riles,Shotgun etc. It consist of features such as firing sounds, bullet spread , camera shake and much more using Unreal scripting.
perniciousbeing
I made this in LUA and Zero Brain IDE. **** FPV_GANGLAND **** This is the base game engine for a FPV game similar to DOOM, but updated and with a different theme. The theme of the game is a Gang war in Chicago. There's weapons coded such as pistol's and shotgun's. ALL Graphics still need made: projectile's, maps, sounds, and sprites.
cvigueras
Code Smells – Shotgun Surgery
RichardBozko
Outlines code & components needed for an automated shotgun fruiting chamber for mushroom cultivation
wangxi891879411
Identifying deamidation/citrullination in shotgun global proteomics. R codes and corresponding .R data are included.
alexksikes
Old research code which implements Shotgun on prediction sets. It is useful in order to learn an ensemble of document rankers optimized on nDCG for example.
This repository has data and code to reproduce statistical analysis of shotgun proteomics data of HUVEC secretome and histone enriched fraction from "Activation of Notch signaling in endothelium cause upregulation of N-terminal acetylated histone 1"
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); }
learn-co-students
No description available
parktaeyiung
No description available
manuelgarcia2099
No description available
arishorts
No description available
alexIslander
Shotgun is a tiny desktop tool that explodes an entire project into a single, well‑structured text payload designed for AI assistants.
jain-arihant-2002
No description available
babybirdprd
No description available
learn-co-students
No description available
francisplayz
A Source Code For Antique Shotgun Port
EnriqueDoster
Code for "de-duplicating" shotgun sample reads with UMIs
joelewis101
Code to analyse the DASSIM deep sequencing shotgun metagenomics samples
AndiSVCorporate
Automatically exported from code.google.com/p/duck-dog-shotgun