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- OptiFine
- Прочие моды
RW KillAura EXPENSIVE 3.1
RW KillAura:
case "RW" -> {
float baseYawSpeed = 52.0f;
float basePitchSpeed = 44.0f;
float targetYaw = (float) MathHelper.wrapDegrees(Math.toDegrees(Math.atan2(vec.z, vec.x)) - 90);
float targetPitch = (float) (-Math.toDegrees(Math.atan2(vec.y, hypot(vec.x, vec.z))));
targetPitch = clamp(targetPitch, -89.0F, 89.0F);
float yawDelta1 = wrapDegrees(targetYaw - rotateVector.x);
float pitchDelta1 = wrapDegrees(targetPitch - rotateVector.y);
float newYaw;
float newPitch;
if (attack && selected != target) {
float snapFactor = 0.88f + (Math.min(Math.abs(yawDelta1) / 90.0f, 1.0f) * 0.12f);
newYaw = rotateVector.x + yawDelta1 * snapFactor;
newPitch = rotateVector.y + pitchDelta1 * snapFactor;
} else {
float yawSpeed = Math.min(Math.abs(yawDelta1), baseYawSpeed);
float pitchSpeed = Math.min(Math.abs(pitchDelta1), basePitchSpeed);
newYaw = rotateVector.x + (yawDelta1 > 0 ? yawSpeed : -yawSpeed);
newPitch = rotateVector.y + (pitchDelta1 > 0 ? pitchSpeed : -pitchSpeed);
}
long time = System.currentTimeMillis();
float timeFactor = time * 0.001f;
if (mc.player.ticksExisted % (3 + (int)(Math.sin(timeFactor) * 2)) == 0) {
float shakeIntensity = 0.12f + (float) Math.sin(timeFactor * 2.5f) * 0.06f;
newYaw += (random.nextFloat() - 0.5f) * shakeIntensity;
newPitch += (random.nextFloat() - 0.5f) * shakeIntensity * 0.8f;
}
newYaw += (random.nextFloat() - 0.5f) * 0.018f;
newPitch += (random.nextFloat() - 0.5f) * 0.014f;
float gcd = SensUtils.getGCDValue();
float gcdVariation = 0.985f + (random.nextFloat() * 0.03f);
newYaw -= (newYaw - rotateVector.x) % (gcd * gcdVariation);
newPitch -= (newPitch - rotateVector.y) % (gcd * gcdVariation * 0.95f);
float maxChange = attack ? 38.0f : 28.0f;
newYaw = rotateVector.x + MathHelper.clamp(newYaw - rotateVector.x, -maxChange, maxChange);
newPitch = rotateVector.y + MathHelper.clamp(newPitch - rotateVector.y, -maxChange * 0.85f, maxChange * 0.85f);
newPitch = clamp(newPitch, -89.0F, 89.0F);
float smoothFactor = 0.78f + (random.nextFloat() * 0.22f);
newYaw = rotateVector.x + (newYaw - rotateVector.x) * smoothFactor;
newPitch = rotateVector.y + (newPitch - rotateVector.y) * smoothFactor;
rotateVector = new Vector2f(newYaw, newPitch);
if (options.getValueByName("Коррекция движения").get()) {
mc.player.rotationYawOffset = newYaw;
mc.player.renderYawOffset = newYaw;
if (mc.player.ticksExisted % 8 == 0) {
mc.player.rotationYawHead += (random.nextFloat() - 0.5f) * 0.6f;
}
}
lastYaw = newYaw;
lastPitch = newPitch;
if (time % 2000 < 100) {
float randomizer = 0.9f + (random.nextFloat() * 0.2f);
rotateVector = new Vector2f(
rotateVector.x * randomizer,
clamp(rotateVector.y * randomizer, -89.0F, 89.0F)
);
}
}