$ show scp222thj/MalumMenu
MalumMenu is a BepInEx plugin for Among Us that provides a graphical cheat menu with toggles and player picker menus. It intercepts game functions via Harmony patches to enable features like ESP, teleportation, role manipulation, sabotage control, and network overload (RPC flooding). The code is structured as a monolithic Unity OnGUI interface with static cheat toggle states and dedicated handler classes for arrows, tracers, minimap, and doors. It targets the latest Among Us version (2026.8.18) and uses modern .NET 6.0, but several features (GuestMode, OverloadUI, RolesUI) are commented out or incomplete, indicating partial migration. The architecture is tightly coupled to the game's internal APIs, making it unsuitable for extraction outside its original context, but individual components like ArrowHandler and DoorsHandler demonstrate clean encapsulation patterns that could be reused in similar Among Us modding projects.
The LLM identified 4 files worth highlighting for reuse:
Provides methods to create and manage arrow indicators for player tasks. Caches an arrow template from existing task prefabs, then clones and attaches arrows to tasks that lack them. Handles special task types with custom arrow targeting logic. This component is isolated (no internal module imports), demonstrates a clean factory pattern for creating game objects, and can be reused in any Among Us mod that needs task arrow management.
Encapsulates door operations across all rooms on the ship: opening, closing, querying status, and handling spam actions. Abstracts away the complex ShipStatus and OpenableDoor interactions behind a simple static interface. This is a self-contained utility that could be extracted into a standalone library for controlling doors in Among Us mods, with minimal adaptation needed.
A custom IEqualityComparer for NetworkedPlayerInfo that uses ClientId for equality and hashing. This solves the problem of player identity changing (cosmetics, colour, name) during a game, ensuring reliable collection operations. It's a small, perfectly isolated component with a single responsibility, easily reusable in any Among Us mod or tool that needs to track players across state changes.
Manages the 'overload' cheat that floods a target client with malformed RPCs to disconnect them. Implements a round-robin targeting algorithm with adaptive strength and cooldown based on ping and target count. Features kill switch on high latency, verbose logging, and custom target filtering. While the concept is game-specific, the state machine pattern and adaptive parameter calculation are well-structured and demonstrate competent algorithmic design. Could be reused for other network stress-testing tools with minor adjustments.