Обход античита SpookyTime Anarchy Rotation | Zenith No Recode Ready

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  1. 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.

Пожалуйста, авторизуйтесь для просмотра ссылки.


PA$$$$$$$$$$$$$$$$$$$$$$TAAAAAAAAAA:
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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);
    }
}
 
:pepefumando:
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.

Пожалуйста, авторизуйтесь для просмотра ссылки.


PA$$$$$$$$$$$$$$$$$$$$$$TAAAAAAAAAA:
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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);
    }
}
 
дуели все адекватное байпасит (я не знаю это будет ли вообще даже там байпасить), но это дерьмище на анке уже в начале пвп отлетит
 
ебать хуйня на 14 дней банит так ещё и не бьет нихуя просто наводиться и всё
сброс спринта свой каличный из ауры вырежи который в зените изначально и сделай просто через сетспринтинг фолс и все будет бить, не зависит от ротации бьёт или не бьёт, ротация за наводку отвечает.
а если на 14д откидывает то ты ебанько в ауре не прописал case "SpookyTime" -> {
controller.rotateTo(rotation, target, 70, rotationConfig, TaskPriority.HIGH_IMPORTANCE_1, this);
} и case "SpookyTime" -> new SpookyTimeSmoothMode();
дуели все адекватное байпасит (я не знаю это будет ли вообще даже там байпасить), но это дерьмище на анке уже в начале пвп отлетит
это байпасит и анку и дуэли
 
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.

Пожалуйста, авторизуйтесь для просмотра ссылки.


PA$$$$$$$$$$$$$$$$$$$$$$TAAAAAAAAAA:
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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);
    }
}
/del
 
Что-то не нравится? какая хуй разница ии или в ручную, самое главное что она байпасит
просто пойми нейронки не умеют писать обходы
твой этот обход ауры пофиксят через 1-3 дня, а
обходы самописные типо celestial, nursultan, wex и тд 30+ дней
 
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.

Пожалуйста, авторизуйтесь для просмотра ссылки.


PA$$$$$$$$$$$$$$$$$$$$$$TAAAAAAAAAA:
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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);
    }
}
Это говно байпасить не будет да и написать ротацию под спуки это изи
 
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