
Originally Posted by
Azrius
uhhh theres a much easier way to bypass this stuff w/ runstring this seems pretty overkill
It's overkill by today's standards, but I'm hoping the standards change. No longer will we have to come up with hacky ways to bypass anti-cheats that can be bypassed by simply never letting them load in the first place, and we can prevent it from loading in the first place with a single line.
It's better to be proactive rather than reactive.

Originally Posted by
MeepDarknessMeep
there are already bypasses for this
It's okay, I'll do it anyways.
Code:
--[[
Kevlar
--]]
if (source:find("cl_kevlar.lua")) then
net.Receive("lolwut", function()
for i = 1, 6 do
if (i <= 4) then
net.Start("lolwut")
net.WriteInt(i, 8)
net.WriteTable({})
net.SendToServer()
else
net.Start("lolwut")
net.WriteInt(i, 8)
net.WriteString("N/A")
net.SendToServer()
end
end
end)
--[[
I assume this is some sort of global notification
that someone was just caught cheating? Whatever,
not like it hurts to listen for this message.
--]]
net.Receive("gotcha", function()
chat.AddText(Color(0, 100, 255), "[Kevlar] ", Color(255, 255, 255), net.ReadString())
end)
return false
end
That should do it, but later on I'll add some realistic cfg and lua folders to spoof the lolwut net message. Right now it just sends empty shit, but obviously you can make it send phony shit.