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- Выберите загрузчик игры
- Fabric
короче вот вам ротация под спуки, фулл байпас, я обиделся на то что никто у меня ее не покупал и решил ее вам залить.
Спуки тайм ац в очередной раз обосрался.
Спуки тайм ац в очередной раз обосрался.
Пожалуйста, авторизуйтесь для просмотра ссылки.
PA$$$$$$$$$$$$$$$$$$$$$$TAAAAAAAAAA:
package ru.client.modules.impl.combat.killaura.rotation.angle;
import net.minecraft.entity.Entity;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.Vec3d;
import ru.client.modules.impl.combat.killaura.rotation.Angle;
import ru.client.modules.impl.combat.killaura.rotation.AngleUtil;
import java.util.Random;
public class SpookyTimeSmoothMode extends AngleSmoothMode {
private static final float RETURN_SPEED = 35.0F;
private static final float MAX_YAW_SPEED = 55.03F;
private static final float MIN_YAW_SPEED = 42.2F;
private static final float MAX_PITCH_SPEED = 32.2F;
private static final float MIN_PITCH_SPEED = 9.2F;
private static final float RANDOM_SPEED_FACTOR = 0.3F;
private static final float YAW_RANDOM_JITTER = 3.0F;
private static final float PITCH_RANDOM_JITTER = 0.0F;
private static final float YAW_PITCH_COUPLING = 1.0F;
private static final float COOLDOWN_SLOWDOWN = 1.0F;
private final Random random = new Random();
private float lastYawJitter;
private float lastPitchJitter;
public SpookyTimeSmoothMode() {
super("SpookyTime");
}
@Override
public Angle limitAngleChange(Angle currentAngle, Angle targetAngle, Vec3d vec3d, Entity entity) {
Angle angleDelta = AngleUtil.calculateDelta(currentAngle, targetAngle);
float yawDelta = angleDelta.getYaw();
float pitchDelta = angleDelta.getPitch();
float yawAbs = Math.abs(yawDelta);
float pitchAbs = Math.abs(pitchDelta);
float yawFraction = MathHelper.clamp(yawAbs / 180.0F, 0.0F, 1.0F);
float pitchFraction = MathHelper.clamp(pitchAbs / 90.0F, 0.0F, 1.0F);
float yawSpeed = MathHelper.lerp(yawFraction, MIN_YAW_SPEED, MAX_YAW_SPEED);
float pitchSpeed = MathHelper.lerp(pitchFraction, MIN_PITCH_SPEED, MAX_PITCH_SPEED);
if (mc.player != null) {
float cooldown = 1.0F - MathHelper.clamp(mc.player.getAttackCooldownProgress(1), 0.0F, 1.0F);
float slowdown = MathHelper.lerp(cooldown, 1.0F, COOLDOWN_SLOWDOWN);
yawSpeed *= slowdown;
pitchSpeed *= slowdown;
}
if (entity == null) {
yawSpeed = Math.max(yawSpeed, RETURN_SPEED);
pitchSpeed = Math.max(pitchSpeed, RETURN_SPEED * 0.6F);
}
float randomScaleYaw = 1.0F + ((random.nextFloat() * 2.0F - 1.0F) * RANDOM_SPEED_FACTOR);
float randomScalePitch = 1.0F + ((random.nextFloat() * 2.0F - 1.0F) * RANDOM_SPEED_FACTOR * YAW_PITCH_COUPLING);
yawSpeed = MathHelper.clamp(yawSpeed * randomScaleYaw, MIN_YAW_SPEED, MAX_YAW_SPEED);
pitchSpeed = MathHelper.clamp(pitchSpeed * randomScalePitch, MIN_PITCH_SPEED, MAX_PITCH_SPEED);
float yawStep = MathHelper.clamp(yawDelta, -yawSpeed, yawSpeed);
float pitchStep = MathHelper.clamp(pitchDelta, -pitchSpeed, pitchSpeed);
lastYawJitter = randomJitter(YAW_RANDOM_JITTER, lastYawJitter);
lastPitchJitter = randomJitter(PITCH_RANDOM_JITTER, lastPitchJitter);
Angle moveAngle = new Angle(currentAngle.getYaw() + yawStep + lastYawJitter,
MathHelper.clamp(currentAngle.getPitch() + pitchStep + lastPitchJitter, -89.0F, 90.0F));
return moveAngle.adjustSensitivity();
}
@Override
public Vec3d randomValue() {
return new Vec3d(0.1, 0.1, 0.1);
}
private float randomJitter(float bound, float previous) {
if (bound <= 0.0F) return 0.0F;
float next = (random.nextFloat() * 2.0F - 1.0F) * bound;
return MathHelper.lerp(0.35F, previous, next);
}
}

