Вопрос Почему mojang такие говнокодеры?

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Перед прочтением основного контента ниже, пожалуйста, обратите внимание на обновление внутри секции Майна на нашем форуме. У нас появились:

  • бесплатные читы для Майнкрафт — любое использование на свой страх и риск;
  • маркетплейс Майнкрафт — абсолютно любая коммерция, связанная с игрой, за исключением продажи читов (аккаунты, предоставления услуг, поиск кодеров читов и так далее);
  • приватные читы для Minecraft — в этом разделе только платные хаки для игры, покупайте группу "Продавец" и выставляйте на продажу свой софт;
  • обсуждения и гайды — всё тот же раздел с вопросами, но теперь модернизированный: поиск нужных хаков, пати с игроками-читерами и другая полезная информация.

Спасибо!

fire code :fearscream:
1712085384248.png
handleStatusUpdate(byte id):
 switch (id) {
            case 2:
            case 33:
            case 36:
            case 37:
            case 44:
                boolean flag1 = id == 33;
                boolean flag2 = id == 36;
                boolean flag3 = id == 37;
                boolean flag = id == 44;
                this.limbSwingAmount = 1.5F;
                this.hurtResistantTime = 20;
                this.maxHurtTime = 10;
                this.hurtTime = this.maxHurtTime;
                this.attackedAtYaw = 0.0F;

                if (flag1) {
                    this.playSound(SoundEvents.ENCHANT_THORNS_HIT, this.getSoundVolume(), (this.rand.nextFloat() - this.rand.nextFloat()) * 0.2F + 1.0F);
                }

                DamageSource damagesource;

                if (flag3) {
                    damagesource = DamageSource.ON_FIRE;
                } else if (flag2) {
                    damagesource = DamageSource.DROWN;
                } else if (flag) {
                    damagesource = DamageSource.SWEET_BERRY_BUSH;
                } else {
                    damagesource = DamageSource.GENERIC;
                }

                SoundEvent soundevent1 = this.getHurtSound(damagesource);

                if (soundevent1 != null) {
                    this.playSound(soundevent1, this.getSoundVolume(), (this.rand.nextFloat() - this.rand.nextFloat()) * 0.2F + 1.0F);
                }

                this.attackEntityFrom(DamageSource.GENERIC, 0.0F);
                break;

            case 3:
                SoundEvent soundevent = this.getDeathSound();

                if (soundevent != null) {
                    this.playSound(soundevent, this.getSoundVolume(), (this.rand.nextFloat() - this.rand.nextFloat()) * 0.2F + 1.0F);
                }

                if (!(this instanceof PlayerEntity)) {
                    this.setHealth(0.0F);
                    this.onDeath(DamageSource.GENERIC);
                }

                break;

            case 4:
            case 5:
            case 6:
            case 7:
            case 8:
            case 9:
            case 10:
            case 11:
            case 12:
            case 13:
            case 14:
            case 15:
            case 16:
            case 17:
            case 18:
            case 19:
            case 20:
            case 21:
            case 22:
            case 23:
            case 24:
            case 25:
            case 26:
            case 27:
            case 28:
            case 31:
            case 32:
            case 34:
            case 35:
            case 38:
            case 39:
            case 40:
            case 41:
            case 42:
            case 43:
            case 45:
            case 53:
            default:
                super.handleStatusUpdate(id);
                break;

            case 29:
                this.playSound(SoundEvents.ITEM_SHIELD_BLOCK, 1.0F, 0.8F + this.world.rand.nextFloat() * 0.4F);
                break;

            case 30:
                this.playSound(SoundEvents.ITEM_SHIELD_BREAK, 0.8F, 0.8F + this.world.rand.nextFloat() * 0.4F);
                break;

            case 46:
                int i = 128;

                for (int j = 0; j < 128; ++j) {
                    double d0 = (double) j / 127.0D;
                    float f = (this.rand.nextFloat() - 0.5F) * 0.2F;
                    float f1 = (this.rand.nextFloat() - 0.5F) * 0.2F;
                    float f2 = (this.rand.nextFloat() - 0.5F) * 0.2F;
                    double d1 = MathHelper.lerp(d0, this.prevPosX, this.getPosX()) + (this.rand.nextDouble() - 0.5D) * (double) this.getWidth() * 2.0D;
                    double d2 = MathHelper.lerp(d0, this.prevPosY, this.getPosY()) + this.rand.nextDouble() * (double) this.getHeight();
                    double d3 = MathHelper.lerp(d0, this.prevPosZ, this.getPosZ()) + (this.rand.nextDouble() - 0.5D) * (double) this.getWidth() * 2.0D;
                    this.world.addParticle(ParticleTypes.PORTAL, d1, d2, d3, (double) f, (double) f1, (double) f2);
                }

                break;

            case 47:
                this.renderBrokenItemStack(this.getItemStackFromSlot(EquipmentSlotType.MAINHAND));
                break;

            case 48:
                this.renderBrokenItemStack(this.getItemStackFromSlot(EquipmentSlotType.OFFHAND));
                break;

            case 49:
                this.renderBrokenItemStack(this.getItemStackFromSlot(EquipmentSlotType.HEAD));
                break;

            case 50:
                this.renderBrokenItemStack(this.getItemStackFromSlot(EquipmentSlotType.CHEST));
                break;

            case 51:
                this.renderBrokenItemStack(this.getItemStackFromSlot(EquipmentSlotType.LEGS));
                break;

            case 52:
                this.renderBrokenItemStack(this.getItemStackFromSlot(EquipmentSlotType.FEET));
                break;

            case 54:
                HoneyBlock.livingSlideParticles(this);
                break;

            case 55:
                this.swapHands();
        }
 
Последнее редактирование:
Начинающий
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fire code :fearscream:
Посмотреть вложение 274005
handleStatusUpdate(byte id):
 switch (id) {
            case 2:
            case 33:
            case 36:
            case 37:
            case 44:
                boolean flag1 = id == 33;
                boolean flag2 = id == 36;
                boolean flag3 = id == 37;
                boolean flag = id == 44;
                this.limbSwingAmount = 1.5F;
                this.hurtResistantTime = 20;
                this.maxHurtTime = 10;
                this.hurtTime = this.maxHurtTime;
                this.attackedAtYaw = 0.0F;

                if (flag1) {
                    this.playSound(SoundEvents.ENCHANT_THORNS_HIT, this.getSoundVolume(), (this.rand.nextFloat() - this.rand.nextFloat()) * 0.2F + 1.0F);
                }

                DamageSource damagesource;

                if (flag3) {
                    damagesource = DamageSource.ON_FIRE;
                } else if (flag2) {
                    damagesource = DamageSource.DROWN;
                } else if (flag) {
                    damagesource = DamageSource.SWEET_BERRY_BUSH;
                } else {
                    damagesource = DamageSource.GENERIC;
                }

                SoundEvent soundevent1 = this.getHurtSound(damagesource);

                if (soundevent1 != null) {
                    this.playSound(soundevent1, this.getSoundVolume(), (this.rand.nextFloat() - this.rand.nextFloat()) * 0.2F + 1.0F);
                }

                this.attackEntityFrom(DamageSource.GENERIC, 0.0F);
                break;

            case 3:
                SoundEvent soundevent = this.getDeathSound();

                if (soundevent != null) {
                    this.playSound(soundevent, this.getSoundVolume(), (this.rand.nextFloat() - this.rand.nextFloat()) * 0.2F + 1.0F);
                }

                if (!(this instanceof PlayerEntity)) {
                    this.setHealth(0.0F);
                    this.onDeath(DamageSource.GENERIC);
                }

                break;

            case 4:
            case 5:
            case 6:
            case 7:
            case 8:
            case 9:
            case 10:
            case 11:
            case 12:
            case 13:
            case 14:
            case 15:
            case 16:
            case 17:
            case 18:
            case 19:
            case 20:
            case 21:
            case 22:
            case 23:
            case 24:
            case 25:
            case 26:
            case 27:
            case 28:
            case 31:
            case 32:
            case 34:
            case 35:
            case 38:
            case 39:
            case 40:
            case 41:
            case 42:
            case 43:
            case 45:
            case 53:
            default:
                super.handleStatusUpdate(id);
                break;

            case 29:
                this.playSound(SoundEvents.ITEM_SHIELD_BLOCK, 1.0F, 0.8F + this.world.rand.nextFloat() * 0.4F);
                break;

            case 30:
                this.playSound(SoundEvents.ITEM_SHIELD_BREAK, 0.8F, 0.8F + this.world.rand.nextFloat() * 0.4F);
                break;

            case 46:
                int i = 128;

                for (int j = 0; j < 128; ++j) {
                    double d0 = (double) j / 127.0D;
                    float f = (this.rand.nextFloat() - 0.5F) * 0.2F;
                    float f1 = (this.rand.nextFloat() - 0.5F) * 0.2F;
                    float f2 = (this.rand.nextFloat() - 0.5F) * 0.2F;
                    double d1 = MathHelper.lerp(d0, this.prevPosX, this.getPosX()) + (this.rand.nextDouble() - 0.5D) * (double) this.getWidth() * 2.0D;
                    double d2 = MathHelper.lerp(d0, this.prevPosY, this.getPosY()) + this.rand.nextDouble() * (double) this.getHeight();
                    double d3 = MathHelper.lerp(d0, this.prevPosZ, this.getPosZ()) + (this.rand.nextDouble() - 0.5D) * (double) this.getWidth() * 2.0D;
                    this.world.addParticle(ParticleTypes.PORTAL, d1, d2, d3, (double) f, (double) f1, (double) f2);
                }

                break;

            case 47:
                this.renderBrokenItemStack(this.getItemStackFromSlot(EquipmentSlotType.MAINHAND));
                break;

            case 48:
                this.renderBrokenItemStack(this.getItemStackFromSlot(EquipmentSlotType.OFFHAND));
                break;

            case 49:
                this.renderBrokenItemStack(this.getItemStackFromSlot(EquipmentSlotType.HEAD));
                break;

            case 50:
                this.renderBrokenItemStack(this.getItemStackFromSlot(EquipmentSlotType.CHEST));
                break;

            case 51:
                this.renderBrokenItemStack(this.getItemStackFromSlot(EquipmentSlotType.LEGS));
                break;

            case 52:
                this.renderBrokenItemStack(this.getItemStackFromSlot(EquipmentSlotType.FEET));
                break;

            case 54:
                HoneyBlock.livingSlideParticles(this);
                break;

            case 55:
                this.swapHands();
        }
Им левапро помог
 
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