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Обход античита SlothAI BYPASS | Expensive 3.1

Ротация с рич клиента на экспенсив 3.1

SS -

Java:
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    case "SlothAI" -> {
                if (target == null) break;
                Vector3d eyes = player.getEyePosition(1.0f);
                Vector3d targetPos = target.getBoundingBox().getCenter();
                Vector3d diff = targetPos.subtract(eyes);
                double distXZ = Math.sqrt(diff.x * diff.x + diff.z * diff.z);
                float targetYaw = (float) wrapDegrees(Math.toDegrees(Math.atan2(diff.z, diff.x)) - 90.0f);
                float targetPitch = (float) -Math.toDegrees(Math.atan2(diff.y, distXZ));
                 yawDelta = (float) wrapDegrees(targetYaw - rotateVector.x);
                 pitchDelta = (float) wrapDegrees(targetPitch - rotateVector.y);
                float rotationDifference = (float) Math.hypot(Math.abs(yawDelta), Math.abs(pitchDelta));
                float distanceToTarget = (float) player.getDistance(target);
                boolean canAttack = target != null && player.getDistance(target) <= attackDistance();
                float baseSpeed = canAttack ? 0.93f : 0.56f;
                if (distanceToTarget > 0 && distanceToTarget < 0.66f) {
                    float closeRangeSpeed = MathHelper.clamp(distanceToTarget / 1.5f * 0.35f, 0.1f, 0.6f);
                    baseSpeed = canAttack ? 0.85f : Math.min(baseSpeed, closeRangeSpeed);
                }
                float jitterYaw = (float) (randomLerp(20, 26) * Math.sin(System.currentTimeMillis() / 25.0));
                float jitterPitch = (float) (randomLerp(8, 23) * Math.sin(System.currentTimeMillis() / 27.0));
                boolean shouldIdle = (!isState() || this.target == null) && stopWatch.hasTimeElapsed(1000, false);
                if (shouldIdle) {
                    baseSpeed = 0.35f;
                    jitterYaw = 0;
                    jitterPitch = 0;
                }
                float moveYaw = MathHelper.clamp(yawDelta, -Math.abs(yawDelta / rotationDifference * 180), Math.abs(yawDelta / rotationDifference * 180));
                float movePitch = MathHelper.clamp(pitchDelta, -Math.abs(pitchDelta / rotationDifference * 180), Math.abs(pitchDelta / rotationDifference * 180));
                float finalYaw = MathHelper.lerp(baseSpeed, rotateVector.x, rotateVector.x + moveYaw) + jitterYaw;
                float finalPitch = MathHelper.lerp(baseSpeed, rotateVector.y, rotateVector.y + movePitch) + jitterPitch;
                finalPitch = clamp(finalPitch, -90.0f, 90.0f);
                finalYaw = sanitizeYaw(finalYaw);
                float gcd = SensUtils.getGCDValue();
                if (gcd > 0.0f && gcd < 10.0f && !Float.isInfinite(gcd) && !Float.isNaN(gcd)) {
                    finalYaw = (float) (finalYaw - (finalYaw - rotateVector.x) % gcd);
                    finalPitch = (float) (finalPitch - (finalPitch - rotateVector.y) % gcd);
                }
                rotateVector = new Vector2f(finalYaw, finalPitch);
                isRotated = true;
                if (options.getValueByName("Коррекция движения").get()) {
                    player.rotationYawOffset = finalYaw;
                }
            }

Java:
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 private float randomLerp(float min, float max) {
        return min + random.nextFloat() * (max - min);
    }


Java:
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  private float sanitizeYaw(float yaw) {
        while (yaw > 180.0F) {
            yaw -= 360.0F;
        }
        while (yaw < -180.0F) {
            yaw += 360.0F;
        }
        return yaw;
    }
:pepepopcorn:
Rich Client pasting
 
Ротация с рич клиента на экспенсив 3.1

SS -

Java:
Expand Collapse Copy
    case "SlothAI" -> {
                if (target == null) break;
                Vector3d eyes = player.getEyePosition(1.0f);
                Vector3d targetPos = target.getBoundingBox().getCenter();
                Vector3d diff = targetPos.subtract(eyes);
                double distXZ = Math.sqrt(diff.x * diff.x + diff.z * diff.z);
                float targetYaw = (float) wrapDegrees(Math.toDegrees(Math.atan2(diff.z, diff.x)) - 90.0f);
                float targetPitch = (float) -Math.toDegrees(Math.atan2(diff.y, distXZ));
                 yawDelta = (float) wrapDegrees(targetYaw - rotateVector.x);
                 pitchDelta = (float) wrapDegrees(targetPitch - rotateVector.y);
                float rotationDifference = (float) Math.hypot(Math.abs(yawDelta), Math.abs(pitchDelta));
                float distanceToTarget = (float) player.getDistance(target);
                boolean canAttack = target != null && player.getDistance(target) <= attackDistance();
                float baseSpeed = canAttack ? 0.93f : 0.56f;
                if (distanceToTarget > 0 && distanceToTarget < 0.66f) {
                    float closeRangeSpeed = MathHelper.clamp(distanceToTarget / 1.5f * 0.35f, 0.1f, 0.6f);
                    baseSpeed = canAttack ? 0.85f : Math.min(baseSpeed, closeRangeSpeed);
                }
                float jitterYaw = (float) (randomLerp(20, 26) * Math.sin(System.currentTimeMillis() / 25.0));
                float jitterPitch = (float) (randomLerp(8, 23) * Math.sin(System.currentTimeMillis() / 27.0));
                boolean shouldIdle = (!isState() || this.target == null) && stopWatch.hasTimeElapsed(1000, false);
                if (shouldIdle) {
                    baseSpeed = 0.35f;
                    jitterYaw = 0;
                    jitterPitch = 0;
                }
                float moveYaw = MathHelper.clamp(yawDelta, -Math.abs(yawDelta / rotationDifference * 180), Math.abs(yawDelta / rotationDifference * 180));
                float movePitch = MathHelper.clamp(pitchDelta, -Math.abs(pitchDelta / rotationDifference * 180), Math.abs(pitchDelta / rotationDifference * 180));
                float finalYaw = MathHelper.lerp(baseSpeed, rotateVector.x, rotateVector.x + moveYaw) + jitterYaw;
                float finalPitch = MathHelper.lerp(baseSpeed, rotateVector.y, rotateVector.y + movePitch) + jitterPitch;
                finalPitch = clamp(finalPitch, -90.0f, 90.0f);
                finalYaw = sanitizeYaw(finalYaw);
                float gcd = SensUtils.getGCDValue();
                if (gcd > 0.0f && gcd < 10.0f && !Float.isInfinite(gcd) && !Float.isNaN(gcd)) {
                    finalYaw = (float) (finalYaw - (finalYaw - rotateVector.x) % gcd);
                    finalPitch = (float) (finalPitch - (finalPitch - rotateVector.y) % gcd);
                }
                rotateVector = new Vector2f(finalYaw, finalPitch);
                isRotated = true;
                if (options.getValueByName("Коррекция движения").get()) {
                    player.rotationYawOffset = finalYaw;
                }
            }

Java:
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 private float randomLerp(float min, float max) {
        return min + random.nextFloat() * (max - min);
    }


Java:
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  private float sanitizeYaw(float yaw) {
        while (yaw > 180.0F) {
            yaw -= 360.0F;
        }
        while (yaw < -180.0F) {
            yaw += 360.0F;
        }
        return yaw;
    }
:pepepopcorn:
Сойдет, но фиксанут за 5 минут если захотят
 
Ротация с рич клиента на экспенсив 3.1

SS -

Java:
Expand Collapse Copy
    case "SlothAI" -> {
                if (target == null) break;
                Vector3d eyes = player.getEyePosition(1.0f);
                Vector3d targetPos = target.getBoundingBox().getCenter();
                Vector3d diff = targetPos.subtract(eyes);
                double distXZ = Math.sqrt(diff.x * diff.x + diff.z * diff.z);
                float targetYaw = (float) wrapDegrees(Math.toDegrees(Math.atan2(diff.z, diff.x)) - 90.0f);
                float targetPitch = (float) -Math.toDegrees(Math.atan2(diff.y, distXZ));
                 yawDelta = (float) wrapDegrees(targetYaw - rotateVector.x);
                 pitchDelta = (float) wrapDegrees(targetPitch - rotateVector.y);
                float rotationDifference = (float) Math.hypot(Math.abs(yawDelta), Math.abs(pitchDelta));
                float distanceToTarget = (float) player.getDistance(target);
                boolean canAttack = target != null && player.getDistance(target) <= attackDistance();
                float baseSpeed = canAttack ? 0.93f : 0.56f;
                if (distanceToTarget > 0 && distanceToTarget < 0.66f) {
                    float closeRangeSpeed = MathHelper.clamp(distanceToTarget / 1.5f * 0.35f, 0.1f, 0.6f);
                    baseSpeed = canAttack ? 0.85f : Math.min(baseSpeed, closeRangeSpeed);
                }
                float jitterYaw = (float) (randomLerp(20, 26) * Math.sin(System.currentTimeMillis() / 25.0));
                float jitterPitch = (float) (randomLerp(8, 23) * Math.sin(System.currentTimeMillis() / 27.0));
                boolean shouldIdle = (!isState() || this.target == null) && stopWatch.hasTimeElapsed(1000, false);
                if (shouldIdle) {
                    baseSpeed = 0.35f;
                    jitterYaw = 0;
                    jitterPitch = 0;
                }
                float moveYaw = MathHelper.clamp(yawDelta, -Math.abs(yawDelta / rotationDifference * 180), Math.abs(yawDelta / rotationDifference * 180));
                float movePitch = MathHelper.clamp(pitchDelta, -Math.abs(pitchDelta / rotationDifference * 180), Math.abs(pitchDelta / rotationDifference * 180));
                float finalYaw = MathHelper.lerp(baseSpeed, rotateVector.x, rotateVector.x + moveYaw) + jitterYaw;
                float finalPitch = MathHelper.lerp(baseSpeed, rotateVector.y, rotateVector.y + movePitch) + jitterPitch;
                finalPitch = clamp(finalPitch, -90.0f, 90.0f);
                finalYaw = sanitizeYaw(finalYaw);
                float gcd = SensUtils.getGCDValue();
                if (gcd > 0.0f && gcd < 10.0f && !Float.isInfinite(gcd) && !Float.isNaN(gcd)) {
                    finalYaw = (float) (finalYaw - (finalYaw - rotateVector.x) % gcd);
                    finalPitch = (float) (finalPitch - (finalPitch - rotateVector.y) % gcd);
                }
                rotateVector = new Vector2f(finalYaw, finalPitch);
                isRotated = true;
                if (options.getValueByName("Коррекция движения").get()) {
                    player.rotationYawOffset = finalYaw;
                }
            }

Java:
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 private float randomLerp(float min, float max) {
        return min + random.nextFloat() * (max - min);
    }


Java:
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  private float sanitizeYaw(float yaw) {
        while (yaw > 180.0F) {
            yaw -= 360.0F;
        }
        while (yaw < -180.0F) {
            yaw += 360.0F;
        }
        return yaw;
    }
:pepepopcorn:
хуйня, из за того что нету плавной отводки кикает
 

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