Commits on Sep 14, 2026
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Makefile: build on Windows too, and add BUILD.md
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A cloner on Windows hit `make` failing with "The syntax of the command is incorrect." The recipes used a Unix shell — `mkdir -p`, `rm -rf`, and an `objdump | grep | sort` pipeline — which cmd.exe cannot run, so the build died before the compiler was ever invoked. Detect the OS (make sets OS=Windows_NT there) and pick the directory-make, tree-remove and dependency-dump commands each shell understands; use `$(@D)` so there is no trailing slash to trip cmd's quoting. JAVA_INC include is now quoted so a path like "C:/Program Files/Java/..." survives, and BUILD.md spells out the toolchain, the MSYS2/WinLibs paths, and the JDK include requirement. CXX/CC/OBJDUMP stay `:=`, not `?=`: make has a built-in default for CXX/CC (the host g++/cc), and `?=` would leave that in place and quietly build for the wrong platform. A command-line `make CXX=g++` still overrides `:=`. No change to the build output — same DLL, still importing only KERNEL32, USER32, GDI32, OPENGL32 and msvcrt. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Kretrod committed 2 hours ago -
C++ port of the client: MinHook, Dear ImGui, JNI bindings
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A from-scratch C++ remake of the Rust client, cross-compiled with mingw into a DLL that depends only on KERNEL32, SHELL32, USER32 and msvcrt. MinHook detours glfwSwapBuffers; each frame reads the game over JNI on the render thread, runs the modules against a copy of the settings, and draws the Enigma menu, HUD and ESP with Dear ImGui (both vendored under third_party with their licences). The mingw toolchain is the win32-threads build, so locking uses CRITICAL_SECTION and threads use CreateThread. Settings share the Rust client's file and key names, so a config written by either means the same to the other. File I/O uses fopen rather than iostreams, which saved 1.7 MB. Around 51 of the 69 menu modules are wired: flight, speed, sprint, bhop, jetpack, no fall, noclip, spider, step, timer, kill aura with criticals and sprint reset, aimbot, bow aimbot, trigger bot, reach, hitbox, anti-knockback, auto clicker, auto totem (Legit/Instant), shield, crystal and mace, the visual options, and ESP with ping, threat and gear. Block placing, block scanning, freecam, blink and the packet tap are still to come. Binding names are ported from the Rust client's working definitions, but this build has not yet run against the live game. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Kretrod committed 4 hours ago
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