├── README.md ├── StrandardDeep Cheat.sln └── StrandardDeep Cheat ├── BirdsESP.cs ├── BoarESP.cs ├── CrabESP.cs ├── FishesESP.cs ├── FoodESP.cs ├── FuelCanESP.cs ├── Loader.cs ├── Main.cs ├── Menu.cs ├── MiningRocksESP.cs ├── MissionBoardsESP.cs ├── Properties └── AssemblyInfo.cs ├── RaftESP.cs ├── Render.cs ├── ResourcesESP.cs ├── ResourcesESP1.cs ├── ResourcesESP2.cs ├── SharkESP.cs ├── SkinnableESP.cs ├── StrandardDeep Cheat.csproj └── WhaleESP.cs /README.md: -------------------------------------------------------------------------------- 1 | # Stranded-Deep-Mono-Cheat 2 | [[My Website]](https://mitsuzi.xyz/) 3 | 4 | # Features 5 | #### Loot ESP 6 | - Food 7 | - Mining Rocks 8 | - Raft 9 | - Resources 10 | - Fuel Can 11 | - Distance 12 | 13 | #### Entity ESP 14 | - Crab 15 | - Bird 16 | - Fish 17 | - Sharks 18 | - Skinnable 19 | - Whales 20 | - Boar 21 | - Distance 22 | 23 | #### Others 24 | - Day Time Multiplier 25 | - Night Time Multiplayer 26 | - Missions Boards 27 | - Infinite Health 28 | - Infinite Hunger 29 | - Infinite Water 30 | - Infinite Sleep 31 | - Crosshair 32 | - NoClip 33 | - Infinite Oxygen 34 | - GodMode 35 | 36 | #### Extra 37 | - Unload 38 | 39 | # How To Use? 40 | Get A Mono Injector ( MInjector ) 41 | Inject .dll Into the Game 42 | 43 | # Settings 44 | - Namespace: StrandardDeep_Cheat 45 | - Class: Loader 46 | - Method: Load 47 | 48 | Make sure to tick "Hide From AssemblyLoad Callback" 49 | -------------------------------------------------------------------------------- /StrandardDeep Cheat.sln: -------------------------------------------------------------------------------- 1 |  2 | Microsoft Visual Studio Solution File, Format Version 12.00 3 | # Visual Studio 15 4 | VisualStudioVersion = 15.0.27004.2009 5 | MinimumVisualStudioVersion = 10.0.40219.1 6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "StrandardDeep Cheat", "StrandardDeep Cheat\StrandardDeep Cheat.csproj", "{2AD4988E-C0CF-4730-BD12-5A1D590CAD90}" 7 | EndProject 8 | Global 9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 10 | Debug|Any CPU = Debug|Any CPU 11 | Release|Any CPU = Release|Any CPU 12 | EndGlobalSection 13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 14 | {2AD4988E-C0CF-4730-BD12-5A1D590CAD90}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 15 | {2AD4988E-C0CF-4730-BD12-5A1D590CAD90}.Debug|Any CPU.Build.0 = Debug|Any CPU 16 | {2AD4988E-C0CF-4730-BD12-5A1D590CAD90}.Release|Any CPU.ActiveCfg = Release|Any CPU 17 | {2AD4988E-C0CF-4730-BD12-5A1D590CAD90}.Release|Any CPU.Build.0 = Release|Any CPU 18 | EndGlobalSection 19 | GlobalSection(SolutionProperties) = preSolution 20 | HideSolutionNode = FALSE 21 | EndGlobalSection 22 | GlobalSection(ExtensibilityGlobals) = postSolution 23 | SolutionGuid = {4B73B31A-FC09-4546-A153-EA1BE27FD5EA} 24 | EndGlobalSection 25 | EndGlobal 26 | -------------------------------------------------------------------------------- /StrandardDeep Cheat/BirdsESP.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Collections; 4 | using UnityEngine; 5 | using Beam; 6 | using Beam.AI; 7 | 8 | namespace StrandardDeep_Cheat 9 | { 10 | public class BirdsESP : MonoBehaviour 11 | { 12 | private void Start() 13 | { 14 | 15 | } 16 | IEnumerator SleepFor(float Time) 17 | { 18 | yield return new WaitForSeconds(Time); 19 | } 20 | 21 | Player localplayer = FindObjectsOfType()[0]; 22 | private void OnGUI() 23 | { 24 | if (Menu.EntityESP == true) 25 | { 26 | if (Menu.BirdESP) 27 | { 28 | IEnumerable playerProxies = FindObjectsOfType(); 29 | foreach (Interactive_BIRD playerProxy in playerProxies) 30 | { 31 | 32 | Vector3 pos = playerProxy.transform.position; 33 | Vector3 posScreen = Camera.main.WorldToScreenPoint(pos); 34 | 35 | if (posScreen.z > 0 & posScreen.y < Screen.width - 2) 36 | { 37 | float dist = Vector3.Distance(pos, localplayer.transform.position); 38 | if (dist < Menu.EntityDist) 39 | { 40 | //Extremely useful 41 | 42 | //Interactive_FISHES proxyName = playerProxy.GetComponent(); 43 | 44 | 45 | posScreen.y = Screen.height - (posScreen.y + 1f); 46 | Render.DrawString(new Vector2(posScreen.x, posScreen.y), (" Birds" + string.Format(" [{0:0}m]", (object)dist)), Color.green); 47 | } 48 | } 49 | SleepFor(0.300f); 50 | } 51 | SleepFor(0.300f); 52 | } 53 | SleepFor(0.300f); 54 | 55 | } 56 | } 57 | 58 | 59 | private void Update() 60 | { 61 | 62 | } 63 | } 64 | } 65 | -------------------------------------------------------------------------------- /StrandardDeep Cheat/BoarESP.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Collections; 4 | using UnityEngine; 5 | using Beam; 6 | using Beam.AI; 7 | 8 | namespace StrandardDeep_Cheat 9 | { 10 | public class BoarESP : MonoBehaviour 11 | { 12 | private void Start() 13 | { 14 | 15 | } 16 | IEnumerator SleepFor(float Time) 17 | { 18 | yield return new WaitForSeconds(Time); 19 | } 20 | 21 | Player localplayer = FindObjectsOfType()[0]; 22 | private void OnGUI() 23 | { 24 | if (Menu.EntityESP == true) 25 | { 26 | if (Menu.BoarESP) 27 | { 28 | IEnumerable playerProxies = FindObjectsOfType(); 29 | foreach (InteractiveObject_BOAR playerProxy in playerProxies) 30 | { 31 | 32 | Vector3 pos = playerProxy.transform.position; 33 | Vector3 posScreen = Camera.main.WorldToScreenPoint(pos); 34 | 35 | if (posScreen.z > 0 & posScreen.y < Screen.width - 2) 36 | { 37 | float dist = Vector3.Distance(pos, localplayer.transform.position); 38 | if (dist < Menu.EntityDist) 39 | { 40 | //Extremely useful 41 | 42 | posScreen.y = Screen.height - (posScreen.y + 1f); 43 | Render.DrawString(new Vector2(posScreen.x, posScreen.y), (" Boar" + string.Format(" [{0:0}m]", (object)dist)), Color.green); 44 | } 45 | } 46 | SleepFor(0.300f); 47 | } 48 | SleepFor(0.300f); 49 | } 50 | SleepFor(0.300f); 51 | 52 | } 53 | } 54 | 55 | 56 | private void Update() 57 | { 58 | 59 | } 60 | } 61 | } 62 | -------------------------------------------------------------------------------- /StrandardDeep Cheat/CrabESP.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Collections; 4 | using UnityEngine; 5 | using Beam; 6 | using Beam.AI; 7 | 8 | namespace StrandardDeep_Cheat 9 | { 10 | public class CrabESP : MonoBehaviour 11 | { 12 | private void Start() 13 | { 14 | 15 | } 16 | IEnumerator SleepFor(float Time) 17 | { 18 | yield return new WaitForSeconds(Time); 19 | } 20 | 21 | Player localplayer = FindObjectsOfType()[0]; 22 | private void OnGUI() 23 | { 24 | if (Menu.EntityESP == true) 25 | { 26 | if (Menu.CrabESP) 27 | { 28 | IEnumerable playerProxies = FindObjectsOfType(); 29 | foreach (InteractiveObject_CRAB playerProxy in playerProxies) 30 | { 31 | 32 | Vector3 pos = playerProxy.transform.position; 33 | float dist = Vector3.Distance(pos, localplayer.transform.position); 34 | if (dist < Menu.EntityDist) 35 | { 36 | //Extremely useful 37 | Vector3 posScreen = Camera.main.WorldToScreenPoint(pos); 38 | 39 | if (posScreen.z > 0 & posScreen.y < Screen.width - 2) 40 | { 41 | posScreen.y = Screen.height - (posScreen.y + 1f); 42 | Render.DrawString(new Vector2(posScreen.x, posScreen.y), (" Crab" + string.Format(" [{0:0}m]", (object)dist)), Color.green); 43 | } 44 | } 45 | SleepFor(0.300f); 46 | } 47 | SleepFor(0.300f); 48 | } 49 | SleepFor(0.300f); 50 | 51 | } 52 | } 53 | 54 | 55 | private void Update() 56 | { 57 | 58 | } 59 | } 60 | } 61 | -------------------------------------------------------------------------------- /StrandardDeep Cheat/FishesESP.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Collections; 4 | using UnityEngine; 5 | using Beam; 6 | using Beam.AI; 7 | 8 | namespace StrandardDeep_Cheat 9 | { 10 | public class FishesESP : MonoBehaviour 11 | { 12 | private void Start() 13 | { 14 | 15 | } 16 | IEnumerator SleepFor(float Time) 17 | { 18 | yield return new WaitForSeconds(Time); 19 | } 20 | 21 | Player localplayer = FindObjectsOfType()[0]; 22 | private void OnGUI() 23 | { 24 | if (Menu.EntityESP == true) 25 | { 26 | if (Menu.FishESP) 27 | { 28 | IEnumerable playerProxies = FindObjectsOfType(); 29 | foreach (Interactive_FISHES playerProxy in playerProxies) 30 | { 31 | 32 | Vector3 pos = playerProxy.transform.position; 33 | float dist = Vector3.Distance(pos, localplayer.transform.position); 34 | if (dist < Menu.EntityDist) 35 | { 36 | //Extremely useful 37 | Vector3 posScreen = Camera.main.WorldToScreenPoint(pos); 38 | 39 | if (posScreen.z > 0 & posScreen.y < Screen.width - 2) 40 | { 41 | posScreen.y = Screen.height - (posScreen.y + 1f); 42 | Render.DrawString(new Vector2(posScreen.x, posScreen.y), (" Fish" + string.Format(" [{0:0}m]", (object)dist)), Color.green); 43 | } 44 | } 45 | SleepFor(0.300f); 46 | } 47 | SleepFor(0.300f); 48 | } 49 | SleepFor(0.300f); 50 | 51 | } 52 | } 53 | 54 | 55 | private void Update() 56 | { 57 | 58 | } 59 | 60 | } 61 | } 62 | -------------------------------------------------------------------------------- /StrandardDeep Cheat/FoodESP.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Collections; 4 | using UnityEngine; 5 | using Beam; 6 | using Beam.AI; 7 | 8 | namespace StrandardDeep_Cheat 9 | { 10 | public class FoodESP : MonoBehaviour 11 | { 12 | private void Start() 13 | { 14 | 15 | } 16 | IEnumerator SleepFor(float Time) 17 | { 18 | yield return new WaitForSeconds(Time); 19 | } 20 | 21 | Player localplayer = FindObjectsOfType()[0]; 22 | private void OnGUI() 23 | { 24 | if (Menu.LootESP == true) 25 | { 26 | if (Menu.FoodESP) 27 | { 28 | IEnumerable playerProxies = FindObjectsOfType(); 29 | foreach (InteractiveObject_FOOD playerProxy in playerProxies) 30 | { 31 | 32 | Vector3 pos = playerProxy.transform.position; 33 | Vector3 posScreen = Camera.main.WorldToScreenPoint(pos); 34 | 35 | if (posScreen.z > 0 & posScreen.y < Screen.width - 2) 36 | { 37 | float dist = Vector3.Distance(pos, localplayer.transform.position); 38 | if (dist < Menu.LoopDist) 39 | { 40 | posScreen.y = Screen.height - (posScreen.y + 1f); 41 | Render.DrawString(new Vector2(posScreen.x, posScreen.y), (" Food" + string.Format(" [{0:0}m]", (object)dist)), Color.green); 42 | } 43 | } 44 | SleepFor(0.300f); 45 | } 46 | SleepFor(0.300f); 47 | } 48 | SleepFor(0.300f); 49 | 50 | } 51 | } 52 | 53 | 54 | private void Update() 55 | { 56 | 57 | } 58 | } 59 | } 60 | -------------------------------------------------------------------------------- /StrandardDeep Cheat/FuelCanESP.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Collections; 4 | using UnityEngine; 5 | using Beam; 6 | using Beam.AI; 7 | 8 | namespace StrandardDeep_Cheat 9 | { 10 | public class FuelCanESP : MonoBehaviour 11 | { 12 | private void Start() 13 | { 14 | 15 | } 16 | IEnumerator SleepFor(float Time) 17 | { 18 | yield return new WaitForSeconds(Time); 19 | } 20 | 21 | Player localplayer = FindObjectsOfType()[0]; 22 | private void OnGUI() 23 | { 24 | if (Menu.LootESP == true) 25 | { 26 | if (Menu.FuelCanESP) 27 | { 28 | IEnumerable playerProxies = FindObjectsOfType(); 29 | foreach (InteractiveObject_FUELCAN playerProxy in playerProxies) 30 | { 31 | 32 | Vector3 pos = playerProxy.transform.position; 33 | Vector3 posScreen = Camera.main.WorldToScreenPoint(pos); 34 | 35 | if (posScreen.z > 0 & posScreen.y < Screen.width - 2) 36 | { 37 | float dist = Vector3.Distance(pos, localplayer.transform.position); 38 | if (dist < Menu.LoopDist) 39 | { 40 | 41 | posScreen.y = Screen.height - (posScreen.y + 1f); 42 | Render.DrawString(new Vector2(posScreen.x, posScreen.y), (" Fuel Can" + string.Format(" [{0:0}m]", (object)dist)), Color.green); 43 | } 44 | } 45 | SleepFor(0.300f); 46 | } 47 | SleepFor(0.300f); 48 | } 49 | SleepFor(0.300f); 50 | 51 | } 52 | } 53 | 54 | 55 | private void Update() 56 | { 57 | 58 | } 59 | } 60 | } 61 | -------------------------------------------------------------------------------- /StrandardDeep Cheat/Loader.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | using UnityEngine; 7 | 8 | namespace StrandardDeep_Cheat 9 | { 10 | // Token: 0x02000005 RID: 5 11 | public class Loader : MonoBehaviour 12 | { 13 | // Token: 0x06000019 RID: 25 RVA: 0x000027E8 File Offset: 0x000009E8 14 | public static void Load() 15 | { 16 | Loader._loadObject = new GameObject(); 17 | Loader._loadObject.AddComponent
(); 18 | Loader._loadObject.AddComponent(); 19 | Loader._loadObject.AddComponent(); 20 | Loader._loadObject.AddComponent(); 21 | Loader._loadObject.AddComponent(); 22 | Loader._loadObject.AddComponent(); 23 | Loader._loadObject.AddComponent(); 24 | Loader._loadObject.AddComponent(); 25 | Loader._loadObject.AddComponent(); 26 | Loader._loadObject.AddComponent(); 27 | Loader._loadObject.AddComponent(); 28 | Loader._loadObject.AddComponent(); 29 | Loader._loadObject.AddComponent(); 30 | Loader._loadObject.AddComponent(); 31 | Loader._loadObject.AddComponent(); 32 | Loader._loadObject.AddComponent(); 33 | Loader._loadObject.AddComponent(); 34 | //Loader._loadObject.AddComponent(); 35 | GameObject.DontDestroyOnLoad(Loader._loadObject); 36 | } 37 | 38 | // Token: 0x0600001B RID: 27 RVA: 0x0000288C File Offset: 0x00000A8C 39 | public static void Unload() 40 | { 41 | Loader._Unload(); 42 | } 43 | 44 | // Token: 0x0600001C RID: 28 RVA: 0x00002894 File Offset: 0x00000A94 45 | private static void _Unload() 46 | { 47 | GameObject.Destroy(Loader._loadObject); 48 | } 49 | 50 | // Token: 0x04000001 RID: 1 51 | public static GameObject _loadObject; 52 | } 53 | } 54 | -------------------------------------------------------------------------------- /StrandardDeep Cheat/Main.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | using UnityEngine; 7 | using UnityEngine.UI; 8 | using Beam; 9 | 10 | namespace StrandardDeep_Cheat 11 | { 12 | public class Main : MonoBehaviour 13 | { 14 | public static bool AdvancedGodMode { private get; set; } 15 | 16 | // Token: 0x06000031 RID: 49 RVA: 0x000036E0 File Offset: 0x000018E0 17 | private static void SwitchMode() 18 | { 19 | Singleton.Instance.SwitchModes(); 20 | Singleton.Instance.startInFlyMode = !Singleton.Instance.InFlyMode; 21 | if (Singleton.Instance.startInFlyMode) 22 | { 23 | Shader.SetGlobalFloat("_BelowVisibility", 100f); 24 | } 25 | Physics.IgnoreLayerCollision(Layers.PLAYER, Layers.TERRAIN_OBJECTS, true); 26 | Physics.IgnoreLayerCollision(Layers.PLAYER, Layers.TERRAIN, true); 27 | Physics.IgnoreLayerCollision(Layers.PLAYER, Layers.CONSTRUCTIONS, true); 28 | Physics.IgnoreLayerCollision(Layers.PLAYER, Layers.INTERACTIVE_TREES, true); 29 | Physics.IgnoreLayerCollision(Layers.PLAYER, Layers.INTERACTIVE_OBJECTS, true); 30 | Physics.IgnoreLayerCollision(Layers.PLAYER, Layers.CONSTRUCTIONS_SMALL, true); 31 | Physics.IgnoreLayerCollision(Layers.PLAYER, Layers.CONSTRUCTIONS_RAFTS, true); 32 | 33 | 34 | } 35 | 36 | private void Initialize() 37 | { 38 | 39 | } 40 | private void Awake() 41 | { 42 | this.toggles = base.GetComponentsInChildren(); 43 | this.Initialize(); 44 | } 45 | 46 | private void Start() 47 | { 48 | 49 | } 50 | private void Update() 51 | { 52 | if (Menu.NoClip) 53 | { 54 | if (Input.GetKey(KeyCode.F1)) 55 | { 56 | Main.SwitchMode(); 57 | } 58 | } 59 | else 60 | { 61 | Physics.IgnoreLayerCollision(Layers.PLAYER, Layers.TERRAIN_OBJECTS, false); 62 | Physics.IgnoreLayerCollision(Layers.PLAYER, Layers.TERRAIN, false); 63 | Physics.IgnoreLayerCollision(Layers.PLAYER, Layers.CONSTRUCTIONS, false); 64 | Physics.IgnoreLayerCollision(Layers.PLAYER, Layers.INTERACTIVE_TREES, false); 65 | Physics.IgnoreLayerCollision(Layers.PLAYER, Layers.INTERACTIVE_OBJECTS, false); 66 | Physics.IgnoreLayerCollision(Layers.PLAYER, Layers.CONSTRUCTIONS_SMALL, false); 67 | Physics.IgnoreLayerCollision(Layers.PLAYER, Layers.CONSTRUCTIONS_RAFTS, false); 68 | } 69 | 70 | if ( Menu.InfiniteOxygen) 71 | { 72 | if (Game.State == GameState.MAIN_MENU) 73 | { 74 | return; 75 | } 76 | if (Singleton.Instance == null) 77 | { 78 | return; 79 | } 80 | if (PlayerRegistry.LocalPlayer == null) 81 | { 82 | return; 83 | } 84 | if (PlayerRegistry.LocalPlayer.Movement == null) 85 | { 86 | return; 87 | } 88 | if (!PlayerRegistry.LocalPlayer.Movement.inWater) 89 | { 90 | return; 91 | } 92 | float num = UnityEngine.Random.Range(16f, 20f); 93 | if (PlayerRegistry.LocalPlayer.Statistics.Oxygen < PlayerRegistry.LocalPlayer.Statistics.MaxOxygen - num && PlayerRegistry.LocalPlayer.Movement.IsUnderwater && !PlayerRegistry.LocalPlayer.Movement.isFloating) 94 | { 95 | PlayerRegistry.LocalPlayer.Statistics.AddOxygen(num); 96 | } 97 | } 98 | if (Input.GetKey(KeyCode.F12)) 99 | { 100 | Loader.Unload(); 101 | } 102 | 103 | if (this.DayTime) 104 | { 105 | if (Menu.DayTimeMultiplier == 1) 106 | { 107 | this.toggles[0].isOn = true; 108 | return; 109 | } 110 | if (Menu.DayTimeMultiplier == 2) 111 | { 112 | this.toggles[1].isOn = true; 113 | return; 114 | } 115 | if (Menu.DayTimeMultiplier == 3) 116 | { 117 | this.toggles[2].isOn = true; 118 | return; 119 | } 120 | if (Menu.DayTimeMultiplier == 4) 121 | { 122 | this.toggles[3].isOn = true; 123 | return; 124 | } 125 | if (Menu.DayTimeMultiplier == 5) 126 | { 127 | this.toggles[4].isOn = true; 128 | return; 129 | } 130 | if (Menu.DayTimeMultiplier == 6) 131 | { 132 | this.toggles[5].isOn = true; 133 | return; 134 | } 135 | } 136 | else 137 | { 138 | if (Menu.NightTimeMultiplier == 1) 139 | { 140 | this.toggles[0].isOn = true; 141 | return; 142 | } 143 | if (Menu.NightTimeMultiplier == 2) 144 | { 145 | this.toggles[1].isOn = true; 146 | return; 147 | } 148 | if (Menu.NightTimeMultiplier == 3) 149 | { 150 | this.toggles[2].isOn = true; 151 | return; 152 | } 153 | if (Menu.NightTimeMultiplier == 4) 154 | { 155 | this.toggles[3].isOn = true; 156 | return; 157 | } 158 | if (Menu.NightTimeMultiplier == 5) 159 | { 160 | this.toggles[4].isOn = true; 161 | return; 162 | } 163 | if (Menu.NightTimeMultiplier == 6) 164 | { 165 | this.toggles[5].isOn = true; 166 | } 167 | } 168 | 169 | } 170 | 171 | private void FixedUpdate() 172 | { 173 | if (Menu.InfiniteHealth) 174 | { 175 | PlayerRegistry.LocalPlayer.Statistics.AddHealth(100); 176 | } 177 | if (Menu.InfiniteHunger) 178 | { 179 | PlayerRegistry.LocalPlayer.Statistics.Eat(InteractiveType.FOOD_CAN_BEANS, 1000); 180 | } 181 | if (Menu.InfiniteSleep) 182 | { 183 | PlayerRegistry.LocalPlayer.Statistics._sleep = 100; 184 | } 185 | if (Menu.GodMode) 186 | { 187 | PlayerRegistry.LocalPlayer.Statistics.Invincible = true; 188 | } 189 | else 190 | { 191 | PlayerRegistry.LocalPlayer.Statistics.Invincible = false; 192 | } 193 | 194 | } 195 | private void OnGUI() 196 | { 197 | 198 | if (Menu.Crosshair) 199 | { 200 | 201 | 202 | Render.DrawBox(new Vector2((float)Screen.width / 2f, (float)Screen.height / 2f - 7f), new Vector2(1,15), Color.yellow); 203 | Render.DrawBox(new Vector2((float)Screen.width / 2f - 7f, (float)Screen.height / 2f), new Vector2(15, 1), Color.yellow); 204 | } 205 | } 206 | 207 | public bool DayTime; 208 | 209 | // Token: 0x0400009F RID: 159 210 | private Toggle[] toggles; 211 | } 212 | } 213 | 214 | -------------------------------------------------------------------------------- /StrandardDeep Cheat/Menu.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using System.Collections.Generic; 4 | using System.Linq; 5 | using Beam.Events; 6 | using Beam.UI; 7 | using Beam; 8 | 9 | namespace StrandardDeep_Cheat 10 | { 11 | public class Menu : MonoBehaviour 12 | { 13 | // Token: 0x0600004A RID: 74 RVA: 0x00003B24 File Offset: 0x00001D24 14 | public void Start() 15 | { 16 | this._window = new Rect(10f, 10f, 250f, 150f); 17 | this._window2 = new Rect(10f, 10f, 250f, 150f); 18 | this._window3 = new Rect(10f, 10f, 250f, 150f); 19 | this._window4 = new Rect(10f, 10f, 250f, 150f); 20 | } 21 | 22 | // Token: 0x0600004B RID: 75 RVA: 0x00003B90 File Offset: 0x00001D90 23 | private void Update() 24 | { 25 | if (Input.GetKeyDown(KeyCode.Home)) 26 | { 27 | this.Visible = !this.Visible; 28 | } 29 | 30 | } 31 | 32 | // Token: 0x0600004C RID: 76 RVA: 0x00003BB0 File Offset: 0x00001DB0 33 | public void OnGUI() 34 | { 35 | if (!this.Visible) 36 | { 37 | return; 38 | } 39 | this._window = GUILayout.Window(0, this._window, new GUI.WindowFunction(this.Draw), "Stranded Deep (HOME)", new GUILayoutOption[0]); 40 | if (this.OptionsVisible) 41 | { 42 | this._window2 = GUILayout.Window(1, this._window2, new GUI.WindowFunction(this.DrawESPOptions), "Entity Options", new GUILayoutOption[0]); 43 | } 44 | if (this.ItemsVisible) 45 | { 46 | this._window3 = GUILayout.Window(2, this._window3, new GUI.WindowFunction(this.DrawAvailablePickups), "Loot options", new GUILayoutOption[0]); 47 | } 48 | if (this.OtherVisible) 49 | { 50 | this._window4 = GUILayout.Window(3, this._window4, new GUI.WindowFunction(this.DrawOtherOptions), "Other options", new GUILayoutOption[0]); 51 | } 52 | } 53 | 54 | public void Draw(int id) 55 | { 56 | Menu.LootESP = GUILayout.Toggle(Menu.LootESP, "Loot ESP", new GUILayoutOption[0]); 57 | GUILayout.Label(string.Format("Loot Distance: {0}", Menu.LoopDist), new GUILayoutOption[0]); 58 | Menu.LoopDist = Mathf.Round(GUILayout.HorizontalSlider(Menu.LoopDist, 0f, 5000f, new GUILayoutOption[0]) * 5000f) / 5000f; 59 | Menu.EntityESP = GUILayout.Toggle(Menu.EntityESP, "Entity ESP", new GUILayoutOption[0]); 60 | GUILayout.Label(string.Format("Entity Distance: {0}", Menu.EntityDist), new GUILayoutOption[0]); 61 | Menu.EntityDist = Mathf.Round(GUILayout.HorizontalSlider(Menu.EntityDist, 0f, 5000f, new GUILayoutOption[0]) * 5000f) / 5000f; 62 | GUILayout.Space(10f); 63 | Menu.Crosshair = GUILayout.Toggle(Menu.Crosshair, "CrossHair", new GUILayoutOption[0]); 64 | Menu.NoClip = GUILayout.Toggle(Menu.NoClip, "No Clip (F1 Switch modes)", new GUILayoutOption[0]); 65 | Menu.InfiniteOxygen = GUILayout.Toggle(Menu.InfiniteOxygen, "Infinite Oxygen", new GUILayoutOption[0]); 66 | Menu.GodMode = GUILayout.Toggle(Menu.GodMode, "GodMode", new GUILayoutOption[0]); 67 | if (GUILayout.Button("Entity Options", new GUILayoutOption[0])) 68 | { 69 | this._window2.x = this._window.width + 20f; 70 | this.OptionsVisible = !this.OptionsVisible; 71 | } 72 | 73 | if (GUILayout.Button("Loot options", new GUILayoutOption[0])) 74 | { 75 | this._window3.x = this._window2.width + 300f; 76 | this.ItemsVisible = !this.ItemsVisible; 77 | } 78 | if (GUILayout.Button("Other options", new GUILayoutOption[0])) 79 | { 80 | this._window4.x = this._window3.width + 20f; 81 | this._window4.y = this._window3.width + 100f; 82 | this.OtherVisible = !this.OtherVisible; 83 | } 84 | if (GUILayout.Button("Unload", new GUILayoutOption[0])) 85 | { 86 | Loader.Unload(); 87 | } 88 | GUI.DragWindow(); 89 | } 90 | 91 | public void DrawOtherOptions(int id) 92 | { 93 | GUILayout.Label("Other Options:", new GUILayoutOption[0]); 94 | GUILayout.Space(-5f); 95 | GUILayout.Label(string.Format("Day Time Multiplier: {0}", Menu.DayTimeMultiplier), new GUILayoutOption[0]); 96 | Menu.DayTimeMultiplier = (int)(GUILayout.HorizontalSlider((int)DayTimeMultiplier, (int)0, (int)6, new GUILayoutOption[(int)0]) * (int)6 / (int)6); 97 | 98 | GUILayout.Label(string.Format("Night Time Multiplier: {0}", Menu.NightTimeMultiplier), new GUILayoutOption[0]); 99 | Menu.NightTimeMultiplier = (int)(GUILayout.HorizontalSlider((int)NightTimeMultiplier, (int)0, (int)6, new GUILayoutOption[(int)0]) * (int)6 / (int)6); 100 | GUILayout.Space(-5f); 101 | Menu.MissionBoardsESP = GUILayout.Toggle(Menu.MissionBoardsESP, "Mission Boards", new GUILayoutOption[0]); 102 | 103 | Menu.InfiniteHealth = GUILayout.Toggle(Menu.InfiniteHealth, "Infinite Health", new GUILayoutOption[0]); 104 | Menu.InfiniteHunger = GUILayout.Toggle(Menu.InfiniteHunger, "Infinite Hunger", new GUILayoutOption[0]); 105 | Menu.InfiniteWater = GUILayout.Toggle(Menu.InfiniteWater, "Infinite Water", new GUILayoutOption[0]); 106 | Menu.InfiniteSleep = GUILayout.Toggle(Menu.InfiniteSleep, "Infinite Sleep", new GUILayoutOption[0]); 107 | 108 | GUI.DragWindow(); 109 | 110 | } 111 | 112 | public void DrawESPOptions(int id) 113 | { 114 | GUILayout.Label("Entity Options:", new GUILayoutOption[0]); 115 | GUILayout.Space(-5f); 116 | Menu.CrabESP = GUILayout.Toggle(Menu.CrabESP, "Crab", new GUILayoutOption[0]); 117 | Menu.BirdESP = GUILayout.Toggle(Menu.BirdESP, "Bird", new GUILayoutOption[0]); 118 | Menu.FishESP = GUILayout.Toggle(Menu.FishESP, "Fishes", new GUILayoutOption[0]); 119 | Menu.sharkESP = GUILayout.Toggle(Menu.sharkESP, "Sharks", new GUILayoutOption[0]); 120 | Menu.SkinnableESP = GUILayout.Toggle(Menu.SkinnableESP, "Skinnable", new GUILayoutOption[0]); 121 | Menu.WhaleESP = GUILayout.Toggle(Menu.WhaleESP, "Whale", new GUILayoutOption[0]); 122 | Menu.BoarESP = GUILayout.Toggle(Menu.BoarESP, "Boar", new GUILayoutOption[0]); 123 | GUI.DragWindow(); 124 | } 125 | 126 | 127 | public void DrawAvailablePickups(int id) 128 | { 129 | GUILayout.Label("Loot Options:", new GUILayoutOption[0]); 130 | GUILayout.Space(-5f); 131 | Menu.FoodESP = GUILayout.Toggle(Menu.FoodESP, "Food", new GUILayoutOption[0]); 132 | Menu.MiningRocksESP = GUILayout.Toggle(Menu.MiningRocksESP, "Mining Rocks", new GUILayoutOption[0]); 133 | Menu.RaftESP = GUILayout.Toggle(Menu.RaftESP, "Raft", new GUILayoutOption[0]); 134 | Menu.ResourcesESP = GUILayout.Toggle(Menu.ResourcesESP, "Resources", new GUILayoutOption[0]); 135 | Menu.FuelCanESP = GUILayout.Toggle(Menu.FuelCanESP, "Fuel Can", new GUILayoutOption[0]); 136 | GUI.DragWindow(); 137 | } 138 | 139 | // Token: 0x04000032 RID: 50 140 | public bool Visible = true; 141 | 142 | // Token: 0x04000032 RID: 50 143 | public bool OptionsVisible = false; 144 | 145 | // Token: 0x04000032 RID: 50 146 | public bool ItemsVisible = false; 147 | 148 | // Token: 0x04000032 RID: 50 149 | public bool OtherVisible = false; 150 | 151 | // Token: 0x04000035 RID: 53 152 | private Rect _window; 153 | 154 | // Token: 0x04000036 RID: 54 155 | private Rect _window2; 156 | 157 | // Token: 0x04000037 RID: 55 158 | private Rect _window3; 159 | 160 | private Rect _window4; 161 | 162 | public static int DayTimeMultiplier = 0; 163 | public static int NightTimeMultiplier = 0; 164 | public static bool MissionBoardsESP = false; 165 | public static bool InfiniteHealth = false; 166 | public static bool InfiniteHunger = false; 167 | public static bool InfiniteWater = false; 168 | public static bool InfiniteSleep = false; 169 | 170 | public static bool CrabESP = false; 171 | public static bool BirdESP = false; 172 | public static bool FishESP = false; 173 | public static bool sharkESP = false; 174 | public static bool WhaleESP = false; 175 | public static bool SkinnableESP = false; 176 | public static bool BoarESP = false; 177 | 178 | public static bool ResourcesESP = false; 179 | public static bool FuelCanESP = false; 180 | public static bool RaftESP = false; 181 | public static bool MiningRocksESP = false; 182 | public static bool FoodESP = false; 183 | 184 | public static float LoopDist = 10; 185 | public static float EntityDist = 10; 186 | public static bool InfiniteOxygen = false; 187 | public static bool NoClip = false; 188 | public static bool GodMode = false; 189 | public static bool Crosshair = true; 190 | public static bool EntityESP = false; 191 | public static bool LootESP = false; 192 | } 193 | } 194 | -------------------------------------------------------------------------------- /StrandardDeep Cheat/MiningRocksESP.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Collections; 4 | using UnityEngine; 5 | using Beam; 6 | using Beam.AI; 7 | 8 | namespace StrandardDeep_Cheat 9 | { 10 | public class MiningRocksESP : MonoBehaviour 11 | { 12 | private void Start() 13 | { 14 | 15 | } 16 | IEnumerator SleepFor(float Time) 17 | { 18 | yield return new WaitForSeconds(Time); 19 | } 20 | 21 | Player localplayer = FindObjectsOfType()[0]; 22 | private void OnGUI() 23 | { 24 | if (Menu.LootESP == true) 25 | { 26 | if (Menu.MiningRocksESP) 27 | { 28 | IEnumerable playerProxies = FindObjectsOfType(); 29 | foreach (InteractiveObject_MININGROCK playerProxy in playerProxies) 30 | { 31 | 32 | Vector3 pos = playerProxy.transform.position; 33 | Vector3 posScreen = Camera.main.WorldToScreenPoint(pos); 34 | 35 | if (posScreen.z > 0 & posScreen.y < Screen.width - 2) 36 | { 37 | float dist = Vector3.Distance(pos, localplayer.transform.position); 38 | if (dist < Menu.LoopDist) 39 | { 40 | posScreen.y = Screen.height - (posScreen.y + 1f); 41 | Render.DrawString(new Vector2(posScreen.x, posScreen.y), (" Mining Rocks" + string.Format(" [{0:0}m]", (object)dist)), Color.green); 42 | } 43 | } 44 | SleepFor(0.300f); 45 | } 46 | SleepFor(0.300f); 47 | } 48 | SleepFor(0.300f); 49 | 50 | } 51 | } 52 | 53 | 54 | private void Update() 55 | { 56 | 57 | } 58 | } 59 | } 60 | -------------------------------------------------------------------------------- /StrandardDeep Cheat/MissionBoardsESP.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Collections; 4 | using UnityEngine; 5 | using Beam; 6 | using Beam.AI; 7 | 8 | namespace StrandardDeep_Cheat 9 | { 10 | public class MissionBoardsESP : MonoBehaviour 11 | { 12 | private void Start() 13 | { 14 | 15 | } 16 | IEnumerator SleepFor(float Time) 17 | { 18 | yield return new WaitForSeconds(Time); 19 | } 20 | 21 | Player localplayer = FindObjectsOfType()[0]; 22 | private void OnGUI() 23 | { 24 | 25 | if (Menu.MissionBoardsESP) 26 | { 27 | IEnumerable playerProxies = FindObjectsOfType(); 28 | foreach (InteractiveMissionTrigger playerProxy in playerProxies) 29 | { 30 | 31 | Vector3 pos = playerProxy.transform.position; 32 | //Extremely useful 33 | Vector3 posScreen = Camera.main.WorldToScreenPoint(pos); 34 | 35 | if (posScreen.z > 0 & posScreen.y < Screen.width - 2) 36 | { 37 | float dist = Vector3.Distance(pos, localplayer.transform.position); 38 | if (dist < Menu.LoopDist) 39 | { 40 | posScreen.y = Screen.height - (posScreen.y + 1f); 41 | Render.DrawString(new Vector2(posScreen.x, posScreen.y), (" Mission Board" + string.Format(" [{0:0}m]", (object)dist)), Color.green); 42 | } 43 | } 44 | SleepFor(0.300f); 45 | } 46 | SleepFor(0.300f); 47 | } 48 | SleepFor(0.300f); 49 | 50 | 51 | } 52 | 53 | 54 | private void Update() 55 | { 56 | 57 | } 58 | } 59 | } 60 | -------------------------------------------------------------------------------- /StrandardDeep Cheat/Properties/AssemblyInfo.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using System.Runtime.CompilerServices; 3 | using System.Runtime.InteropServices; 4 | 5 | // General Information about an assembly is controlled through the following 6 | // set of attributes. Change these attribute values to modify the information 7 | // associated with an assembly. 8 | [assembly: AssemblyTitle("StrandardDeep Cheat")] 9 | [assembly: AssemblyDescription("")] 10 | [assembly: AssemblyConfiguration("")] 11 | [assembly: AssemblyCompany("")] 12 | [assembly: AssemblyProduct("StrandardDeep Cheat")] 13 | [assembly: AssemblyCopyright("Copyright © 2018")] 14 | [assembly: AssemblyTrademark("")] 15 | [assembly: AssemblyCulture("")] 16 | 17 | // Setting ComVisible to false makes the types in this assembly not visible 18 | // to COM components. If you need to access a type in this assembly from 19 | // COM, set the ComVisible attribute to true on that type. 20 | [assembly: ComVisible(false)] 21 | 22 | // The following GUID is for the ID of the typelib if this project is exposed to COM 23 | [assembly: Guid("2ad4988e-c0cf-4730-bd12-5a1d590cad90")] 24 | 25 | // Version information for an assembly consists of the following four values: 26 | // 27 | // Major Version 28 | // Minor Version 29 | // Build Number 30 | // Revision 31 | // 32 | // You can specify all the values or you can default the Build and Revision Numbers 33 | // by using the '*' as shown below: 34 | // [assembly: AssemblyVersion("1.0.*")] 35 | [assembly: AssemblyVersion("1.0.0.0")] 36 | [assembly: AssemblyFileVersion("1.0.0.0")] 37 | -------------------------------------------------------------------------------- /StrandardDeep Cheat/RaftESP.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Collections; 4 | using UnityEngine; 5 | using Beam; 6 | using Beam.AI; 7 | 8 | namespace StrandardDeep_Cheat 9 | { 10 | public class RaftESP : MonoBehaviour 11 | { 12 | private void Start() 13 | { 14 | 15 | } 16 | IEnumerator SleepFor(float Time) 17 | { 18 | yield return new WaitForSeconds(Time); 19 | } 20 | 21 | Player localplayer = FindObjectsOfType()[0]; 22 | private void OnGUI() 23 | { 24 | if (Menu.LootESP == true) 25 | { 26 | if (Menu.RaftESP) 27 | { 28 | IEnumerable playerProxies = FindObjectsOfType(); 29 | foreach (Interactive_RAFT_STORAGE playerProxy in playerProxies) 30 | { 31 | 32 | Vector3 pos = playerProxy.transform.position; 33 | Vector3 posScreen = Camera.main.WorldToScreenPoint(pos); 34 | 35 | if (posScreen.z > 0 & posScreen.y < Screen.width - 2) 36 | { 37 | float dist = Vector3.Distance(pos, localplayer.transform.position); 38 | if (dist < Menu.LoopDist) 39 | { 40 | 41 | posScreen.y = Screen.height - (posScreen.y + 1f); 42 | Render.DrawString(new Vector2(posScreen.x, posScreen.y), (" Raft" + string.Format(" [{0:0}m]", (object)dist)), Color.green); 43 | } 44 | } 45 | SleepFor(0.300f); 46 | } 47 | SleepFor(0.300f); 48 | } 49 | SleepFor(0.300f); 50 | 51 | } 52 | } 53 | 54 | 55 | private void Update() 56 | { 57 | 58 | } 59 | } 60 | } 61 | -------------------------------------------------------------------------------- /StrandardDeep Cheat/Render.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace StrandardDeep_Cheat 5 | { 6 | public static class Render 7 | { 8 | public static GUIStyle StringStyle { get; set; } = new GUIStyle(GUI.skin.label); 9 | 10 | public static Color Color 11 | { 12 | get { return GUI.color; } 13 | set { GUI.color = value; } 14 | } 15 | 16 | public static void DrawLine(Vector2 from, Vector2 to, Color color) 17 | { 18 | Color = color; 19 | DrawLine(from, to); 20 | } 21 | public static void DrawLine(Vector2 from, Vector2 to) 22 | { 23 | var angle = Vector2.Angle(from, to); 24 | GUIUtility.RotateAroundPivot(angle, from); 25 | DrawBox(from, Vector2.right * (from - to).magnitude, false); 26 | GUIUtility.RotateAroundPivot(-angle, from); 27 | } 28 | 29 | public static void DrawBox(Vector2 position, Vector2 size, Color color, bool centered = true) 30 | { 31 | Color = color; 32 | DrawBox(position, size, centered); 33 | } 34 | public static void DrawBox(Vector2 position, Vector2 size, bool centered = true) 35 | { 36 | var upperLeft = centered ? position - size / 2f : position; 37 | GUI.DrawTexture(new Rect(position, size), Texture2D.whiteTexture, ScaleMode.StretchToFill); 38 | } 39 | 40 | public static void DrawString(Vector2 position, string label, Color color, bool centered = true) 41 | { 42 | Color = color; 43 | DrawString(position, label, centered); 44 | } 45 | public static void DrawString(Vector2 position, string label, bool centered = true) 46 | { 47 | var content = new GUIContent(label); 48 | var size = StringStyle.CalcSize(content); 49 | var upperLeft = centered ? position - size / 2f : position; 50 | GUI.Label(new Rect(upperLeft, size), content); 51 | } 52 | 53 | } 54 | } 55 | -------------------------------------------------------------------------------- /StrandardDeep Cheat/ResourcesESP.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Collections; 4 | using UnityEngine; 5 | using Beam; 6 | using Beam.AI; 7 | 8 | namespace StrandardDeep_Cheat 9 | { 10 | public class ResourcesHARVESTPLANTESP : MonoBehaviour 11 | { 12 | private void Start() 13 | { 14 | 15 | } 16 | IEnumerator SleepFor(float Time) 17 | { 18 | yield return new WaitForSeconds(Time); 19 | } 20 | 21 | Player localplayer = FindObjectsOfType()[0]; 22 | private void OnGUI() 23 | { 24 | if (Menu.LootESP == true) 25 | { 26 | if (Menu.ResourcesESP) 27 | { 28 | IEnumerable playerProxies = FindObjectsOfType(); 29 | foreach (InteractiveObject_HARVESTPLANT playerProxy in playerProxies) 30 | { 31 | 32 | Vector3 pos = playerProxy.transform.position; 33 | Vector3 posScreen = Camera.main.WorldToScreenPoint(pos); 34 | 35 | if (posScreen.z > 0 & posScreen.y < Screen.width - 2) 36 | { 37 | float dist = Vector3.Distance(pos, localplayer.transform.position); 38 | if (dist < Menu.LoopDist) 39 | { 40 | posScreen.y = Screen.height - (posScreen.y + 1f); 41 | Render.DrawString(new Vector2(posScreen.x, posScreen.y), (" Harvest Plant" + string.Format(" [{0:0}m]", (object)dist)), Color.green); 42 | } 43 | } 44 | SleepFor(0.300f); 45 | } 46 | SleepFor(0.300f); 47 | } 48 | SleepFor(0.300f); 49 | 50 | } 51 | } 52 | 53 | 54 | private void Update() 55 | { 56 | 57 | } 58 | } 59 | } 60 | -------------------------------------------------------------------------------- /StrandardDeep Cheat/ResourcesESP1.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Collections; 4 | using UnityEngine; 5 | using Beam; 6 | using Beam.AI; 7 | 8 | namespace StrandardDeep_Cheat 9 | { 10 | public class ResourcesHARVESTRESOURCEESP : MonoBehaviour 11 | { 12 | private void Start() 13 | { 14 | 15 | } 16 | IEnumerator SleepFor(float Time) 17 | { 18 | yield return new WaitForSeconds(Time); 19 | } 20 | 21 | Player localplayer = FindObjectsOfType()[0]; 22 | private void OnGUI() 23 | { 24 | if (Menu.LootESP == true) 25 | { 26 | if (Menu.ResourcesESP) 27 | { 28 | IEnumerable playerProxies = FindObjectsOfType(); 29 | foreach (InteractiveObject_HARVESTRESOURCE playerProxy in playerProxies) 30 | { 31 | 32 | Vector3 pos = playerProxy.transform.position; 33 | Vector3 posScreen = Camera.main.WorldToScreenPoint(pos); 34 | 35 | if (posScreen.z > 0 & posScreen.y < Screen.width - 2) 36 | { 37 | float dist = Vector3.Distance(pos, localplayer.transform.position); 38 | if (dist < Menu.LoopDist) 39 | { 40 | posScreen.y = Screen.height - (posScreen.y + 1f); 41 | Render.DrawString(new Vector2(posScreen.x, posScreen.y), (" Harvest Source" + string.Format(" [{0:0}m]", (object)dist)), Color.green); 42 | } 43 | } 44 | SleepFor(0.300f); 45 | } 46 | SleepFor(0.300f); 47 | } 48 | SleepFor(0.300f); 49 | 50 | } 51 | } 52 | 53 | 54 | private void Update() 55 | { 56 | 57 | } 58 | } 59 | } 60 | -------------------------------------------------------------------------------- /StrandardDeep Cheat/ResourcesESP2.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Collections; 4 | using UnityEngine; 5 | using Beam; 6 | using Beam.AI; 7 | 8 | namespace StrandardDeep_Cheat 9 | { 10 | public class ResourcesPALM_LOGESP : MonoBehaviour 11 | { 12 | private void Start() 13 | { 14 | 15 | } 16 | IEnumerator SleepFor(float Time) 17 | { 18 | yield return new WaitForSeconds(Time); 19 | } 20 | 21 | Player localplayer = FindObjectsOfType()[0]; 22 | private void OnGUI() 23 | { 24 | if (Menu.LootESP == true) 25 | { 26 | if (Menu.ResourcesESP) 27 | { 28 | IEnumerable playerProxies = FindObjectsOfType(); 29 | foreach (InteractiveObject_PALM_LOG playerProxy in playerProxies) 30 | { 31 | 32 | Vector3 pos = playerProxy.transform.position; 33 | Vector3 posScreen = Camera.main.WorldToScreenPoint(pos); 34 | 35 | if (posScreen.z > 0 & posScreen.y < Screen.width - 2) 36 | { 37 | float dist = Vector3.Distance(pos, localplayer.transform.position); 38 | if (dist < Menu.LoopDist) 39 | { 40 | posScreen.y = Screen.height - (posScreen.y + 1f); 41 | Render.DrawString(new Vector2(posScreen.x, posScreen.y), (" Palm Logs" + string.Format(" [{0:0}m]", (object)dist)), Color.green); 42 | } 43 | } 44 | SleepFor(0.300f); 45 | } 46 | SleepFor(0.300f); 47 | } 48 | SleepFor(0.300f); 49 | 50 | } 51 | } 52 | 53 | 54 | private void Update() 55 | { 56 | 57 | } 58 | } 59 | } 60 | -------------------------------------------------------------------------------- /StrandardDeep Cheat/SharkESP.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Collections; 4 | using UnityEngine; 5 | using Beam; 6 | using Beam.AI; 7 | 8 | namespace StrandardDeep_Cheat 9 | { 10 | public class SharkESP : MonoBehaviour 11 | { 12 | private void Start() 13 | { 14 | 15 | } 16 | IEnumerator SleepFor(float Time) 17 | { 18 | yield return new WaitForSeconds(Time); 19 | } 20 | 21 | Player localplayer = FindObjectsOfType()[0]; 22 | private void OnGUI() 23 | { 24 | if (Menu.EntityESP == true) 25 | { 26 | if (Menu.sharkESP) 27 | { 28 | IEnumerable playerProxies = FindObjectsOfType(); 29 | foreach (InteractiveObject_PISCUS playerProxy in playerProxies) 30 | { 31 | 32 | Vector3 pos = playerProxy.transform.position; 33 | Vector3 posScreen = Camera.main.WorldToScreenPoint(pos); 34 | 35 | if (posScreen.z > 0 & posScreen.y < Screen.width - 2) 36 | { 37 | float dist = Vector3.Distance(pos, localplayer.transform.position); 38 | if (dist < Menu.EntityDist) 39 | { 40 | posScreen.y = Screen.height - (posScreen.y + 1f); 41 | Render.DrawString(new Vector2(posScreen.x, posScreen.y), (" Shark" + string.Format(" [{0:0}m]", (object)dist)), Color.green); 42 | } 43 | } 44 | SleepFor(0.300f); 45 | } 46 | SleepFor(0.300f); 47 | } 48 | SleepFor(0.300f); 49 | 50 | } 51 | } 52 | 53 | 54 | private void Update() 55 | { 56 | 57 | } 58 | } 59 | } 60 | -------------------------------------------------------------------------------- /StrandardDeep Cheat/SkinnableESP.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Collections; 4 | using UnityEngine; 5 | using Beam; 6 | using Beam.AI; 7 | 8 | namespace StrandardDeep_Cheat 9 | { 10 | public class SkinnableESP : MonoBehaviour 11 | { 12 | private void Start() 13 | { 14 | 15 | } 16 | IEnumerator SleepFor(float Time) 17 | { 18 | yield return new WaitForSeconds(Time); 19 | } 20 | 21 | Player localplayer = FindObjectsOfType()[0]; 22 | private void OnGUI() 23 | { 24 | if (Menu.EntityESP == true) 25 | { 26 | if (Menu.SkinnableESP) 27 | { 28 | IEnumerable playerProxies = FindObjectsOfType(); 29 | foreach (Interactive_SKINNABLE playerProxy in playerProxies) 30 | { 31 | 32 | Vector3 pos = playerProxy.transform.position; 33 | Vector3 posScreen = Camera.main.WorldToScreenPoint(pos); 34 | if (posScreen.z > 0 & posScreen.y < Screen.width - 2) 35 | { 36 | 37 | 38 | 39 | float dist = Vector3.Distance(pos, localplayer.transform.position); 40 | if (dist < Menu.EntityDist) 41 | { 42 | //Extremely useful 43 | 44 | //Interactive_FISHES proxyName = playerProxy.GetComponent(); 45 | 46 | posScreen.y = Screen.height - (posScreen.y + 1f); 47 | Render.DrawString(new Vector2(posScreen.x, posScreen.y), (" Skinnable" + string.Format(" [{0:0}m]", (object)dist)), Color.green); 48 | } 49 | } 50 | SleepFor(0.300f); 51 | } 52 | SleepFor(0.300f); 53 | } 54 | SleepFor(0.300f); 55 | 56 | } 57 | } 58 | 59 | 60 | private void Update() 61 | { 62 | 63 | } 64 | } 65 | } 66 | -------------------------------------------------------------------------------- /StrandardDeep Cheat/StrandardDeep Cheat.csproj: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | 5 | Debug 6 | AnyCPU 7 | {2AD4988E-C0CF-4730-BD12-5A1D590CAD90} 8 | Library 9 | Properties 10 | StrandardDeep_Cheat 11 | StrandardDeep Cheat 12 | v4.6.1 13 | 512 14 | 15 | 16 | true 17 | full 18 | false 19 | bin\Debug\ 20 | DEBUG;TRACE 21 | prompt 22 | 4 23 | 24 | 25 | pdbonly 26 | true 27 | bin\Release\ 28 | TRACE 29 | prompt 30 | 4 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | D:\SteamLibrary\steamapps\common\Stranded Deep\Stranded_Deep_Data\Managed\Assembly-CSharp.dll 56 | 57 | 58 | D:\SteamLibrary\steamapps\common\Stranded Deep\Stranded_Deep_Data\Managed\Assembly-CSharp-firstpass.dll 59 | 60 | 61 | D:\SteamLibrary\steamapps\common\Stranded Deep\Stranded_Deep_Data\Managed\AsyncBridge.Net35.dll 62 | 63 | 64 | D:\SteamLibrary\steamapps\common\Stranded Deep\Stranded_Deep_Data\Managed\ch.sycoforge.Decal.dll 65 | 66 | 67 | D:\SteamLibrary\steamapps\common\Stranded Deep\Stranded_Deep_Data\Managed\Mono.Security.dll 68 | 69 | 70 | False 71 | D:\SteamLibrary\steamapps\common\Stranded Deep\Stranded_Deep_Data\Managed\Newtonsoft.Json.dll 72 | 73 | 74 | D:\SteamLibrary\steamapps\common\Stranded Deep\Stranded_Deep_Data\Managed\Rewired_Core.dll 75 | 76 | 77 | D:\SteamLibrary\steamapps\common\Stranded Deep\Stranded_Deep_Data\Managed\Rewired_Windows_Lib.dll 78 | 79 | 80 | D:\SteamLibrary\steamapps\common\Stranded Deep\Stranded_Deep_Data\Managed\Sirenix.OdinInspector.Attributes.dll 81 | 82 | 83 | D:\SteamLibrary\steamapps\common\Stranded Deep\Stranded_Deep_Data\Managed\Sirenix.Serialization.dll 84 | 85 | 86 | D:\SteamLibrary\steamapps\common\Stranded Deep\Stranded_Deep_Data\Managed\Sirenix.Serialization.Config.dll 87 | 88 | 89 | D:\SteamLibrary\steamapps\common\Stranded Deep\Stranded_Deep_Data\Managed\Sirenix.Utilities.dll 90 | 91 | 92 | 93 | D:\SteamLibrary\steamapps\common\Stranded Deep\Stranded_Deep_Data\Managed\System.Threading.dll 94 | 95 | 96 | 97 | 98 | D:\SteamLibrary\steamapps\common\Stranded Deep\Stranded_Deep_Data\Managed\UnityEngine.dll 99 | 100 | 101 | D:\SteamLibrary\steamapps\common\Stranded Deep\Stranded_Deep_Data\Managed\UnityEngine.Networking.dll 102 | 103 | 104 | D:\SteamLibrary\steamapps\common\Stranded Deep\Stranded_Deep_Data\Managed\UnityEngine.UI.dll 105 | 106 | 107 | 108 | -------------------------------------------------------------------------------- /StrandardDeep Cheat/WhaleESP.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Collections; 4 | using UnityEngine; 5 | using Beam; 6 | using Beam.AI; 7 | 8 | namespace StrandardDeep_Cheat 9 | { 10 | public class WhaleESP : MonoBehaviour 11 | { 12 | private void Start() 13 | { 14 | 15 | } 16 | IEnumerator SleepFor(float Time) 17 | { 18 | yield return new WaitForSeconds(Time); 19 | } 20 | 21 | Player localplayer = FindObjectsOfType()[0]; 22 | private void OnGUI() 23 | { 24 | if (Menu.EntityESP == true) 25 | { 26 | if (Menu.SkinnableESP) 27 | { 28 | IEnumerable playerProxies = FindObjectsOfType(); 29 | foreach (InteractiveObject_WHALE playerProxy in playerProxies) 30 | { 31 | 32 | Vector3 pos = playerProxy.transform.position; 33 | Vector3 posScreen = Camera.main.WorldToScreenPoint(pos); 34 | 35 | if (posScreen.z > 0 & posScreen.y < Screen.width - 2) 36 | { 37 | float dist = Vector3.Distance(pos, localplayer.transform.position); 38 | if (dist < Menu.EntityDist) 39 | { 40 | posScreen.y = Screen.height - (posScreen.y + 1f); 41 | Render.DrawString(new Vector2(posScreen.x, posScreen.y), (" Whale" + string.Format(" [{0:0}m]", (object)dist)), Color.green); 42 | } 43 | } 44 | SleepFor(0.300f); 45 | } 46 | SleepFor(0.300f); 47 | } 48 | SleepFor(0.300f); 49 | 50 | } 51 | } 52 | 53 | 54 | private void Update() 55 | { 56 | 57 | } 58 | } 59 | } 60 | --------------------------------------------------------------------------------