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Обход античита KillAura Funtime 3.1 (ne kalost)

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  1. Vanilla
Жоски обходика фт
Пожалуйста, авторизуйтесь для просмотра ссылки.

обходека сам:
Expand Collapse Copy
  case "DristoTime" -> {
Vector3d eyes = mc.player.getEyePosition(1.0f);
                AxisAlignedBB targetBox = target.getBoundingBox();

                double width = targetBox.maxX - targetBox.minX;
                double height = targetBox.maxY - targetBox.minY;
                double depth = targetBox.maxZ - targetBox.minZ;

                Vector3d targetPos;
                if (mc.player.ticksExisted % 8 == 0) {
                    double randX = targetBox.minX + Math.random() * width;
                    double randY = targetBox.minY + Math.random() * height;
                    double randZ = targetBox.minZ + Math.random() * depth;
                    targetPos = new Vector3d(randX, randY, randZ);
                } else {
                    targetPos = targetBox.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 maxYawDelta = 60.0f + (float) Math.random() * 1.0329834f;
                yawDelta = Math.min(Math.abs(yawDelta), maxYawDelta) * Math.signum(yawDelta);

                float maxPitchDelta = 23.133f + (float) Math.random() * 3.344f;
                pitchDelta = Math.min(Math.abs(pitchDelta), maxPitchDelta) * Math.signum(pitchDelta);

                if (Math.abs(yawDelta) == 0 && Math.abs(pitchDelta) > 0) {
                    yawDelta += (0.1f + (float) Math.random() * 0.4f) * 1.0313f;
                }
                if (Math.abs(pitchDelta) == 0 && Math.abs(yawDelta) > 0) {
                    pitchDelta += (0.1f + (float) Math.random() * 0.4f) * 1.0313f;
                }

                float baseSpeed = 0.65f + (float) Math.random() * 0.1f;
                float speedVariation = 0.9f + (float) Math.random() * 0.2f;
                float finalSpeed = baseSpeed * speedVariation;

                float yawSpeed = finalSpeed * (0.95f + (float) Math.random() * 0.1f);
                float pitchSpeed = finalSpeed * (0.95f + (float) Math.random() * 0.1f);

                float moveYaw = yawDelta * yawSpeed;
                float movePitch = pitchDelta * pitchSpeed;

                float lerpFactor = 0.7f + (float) Math.random() * 0.2f;
                float finalYaw = MathHelper.lerp(lerpFactor, rotateVector.x, rotateVector.x + moveYaw);
                float finalPitch = MathHelper.lerp(lerpFactor, rotateVector.y, rotateVector.y + movePitch);

                finalPitch = clamp(finalPitch, -89.0f, 89.0f);
                finalYaw = sanitizeYaw(finalYaw);

                if (Float.isNaN(finalYaw) || Float.isInfinite(finalYaw)) finalYaw = rotateVector.x;
                if (Float.isNaN(finalPitch) || Float.isInfinite(finalPitch)) finalPitch = rotateVector.y;

                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);
                }

                lastYaw = finalYaw;
                lastPitch = finalPitch;

                rotateVector = new Vector2f(finalYaw, finalPitch);

                if (options.getValueByName("Коррекция движения").get()) {
                    mc.player.rotationYawOffset = finalYaw;
 
если я не ошибаюсь на фт нужны снапы с рандомным явом и питчем а на ролике плавная ротация с рандомным явом и питчем которые отводяться после каждого удара
 
Жоски обходика фт
Пожалуйста, авторизуйтесь для просмотра ссылки.

обходека сам:
Expand Collapse Copy
  case "DristoTime" -> {
Vector3d eyes = mc.player.getEyePosition(1.0f);
                AxisAlignedBB targetBox = target.getBoundingBox();

                double width = targetBox.maxX - targetBox.minX;
                double height = targetBox.maxY - targetBox.minY;
                double depth = targetBox.maxZ - targetBox.minZ;

                Vector3d targetPos;
                if (mc.player.ticksExisted % 8 == 0) {
                    double randX = targetBox.minX + Math.random() * width;
                    double randY = targetBox.minY + Math.random() * height;
                    double randZ = targetBox.minZ + Math.random() * depth;
                    targetPos = new Vector3d(randX, randY, randZ);
                } else {
                    targetPos = targetBox.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 maxYawDelta = 60.0f + (float) Math.random() * 1.0329834f;
                yawDelta = Math.min(Math.abs(yawDelta), maxYawDelta) * Math.signum(yawDelta);

                float maxPitchDelta = 23.133f + (float) Math.random() * 3.344f;
                pitchDelta = Math.min(Math.abs(pitchDelta), maxPitchDelta) * Math.signum(pitchDelta);

                if (Math.abs(yawDelta) == 0 && Math.abs(pitchDelta) > 0) {
                    yawDelta += (0.1f + (float) Math.random() * 0.4f) * 1.0313f;
                }
                if (Math.abs(pitchDelta) == 0 && Math.abs(yawDelta) > 0) {
                    pitchDelta += (0.1f + (float) Math.random() * 0.4f) * 1.0313f;
                }

                float baseSpeed = 0.65f + (float) Math.random() * 0.1f;
                float speedVariation = 0.9f + (float) Math.random() * 0.2f;
                float finalSpeed = baseSpeed * speedVariation;

                float yawSpeed = finalSpeed * (0.95f + (float) Math.random() * 0.1f);
                float pitchSpeed = finalSpeed * (0.95f + (float) Math.random() * 0.1f);

                float moveYaw = yawDelta * yawSpeed;
                float movePitch = pitchDelta * pitchSpeed;

                float lerpFactor = 0.7f + (float) Math.random() * 0.2f;
                float finalYaw = MathHelper.lerp(lerpFactor, rotateVector.x, rotateVector.x + moveYaw);
                float finalPitch = MathHelper.lerp(lerpFactor, rotateVector.y, rotateVector.y + movePitch);

                finalPitch = clamp(finalPitch, -89.0f, 89.0f);
                finalYaw = sanitizeYaw(finalYaw);

                if (Float.isNaN(finalYaw) || Float.isInfinite(finalYaw)) finalYaw = rotateVector.x;
                if (Float.isNaN(finalPitch) || Float.isInfinite(finalPitch)) finalPitch = rotateVector.y;

                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);
                }

                lastYaw = finalYaw;
                lastPitch = finalPitch;

                rotateVector = new Vector2f(finalYaw, finalPitch);

                if (options.getValueByName("Коррекция движения").get()) {
                    mc.player.rotationYawOffset = finalYaw;
Смисл на спавне соберите сеты хоть з5 и на ивент пойдите не банит не режет урон тогда норм а так хз
 
/del
это позор. бить на спавне 50 сек и думать что эта залупа БАЙПАССИТ
ну ты хотяб на ивент сходи хз, поиграй полноценно с этим
 
Жоски обходика фт
Пожалуйста, авторизуйтесь для просмотра ссылки.

обходека сам:
Expand Collapse Copy
  case "DristoTime" -> {
Vector3d eyes = mc.player.getEyePosition(1.0f);
                AxisAlignedBB targetBox = target.getBoundingBox();

                double width = targetBox.maxX - targetBox.minX;
                double height = targetBox.maxY - targetBox.minY;
                double depth = targetBox.maxZ - targetBox.minZ;

                Vector3d targetPos;
                if (mc.player.ticksExisted % 8 == 0) {
                    double randX = targetBox.minX + Math.random() * width;
                    double randY = targetBox.minY + Math.random() * height;
                    double randZ = targetBox.minZ + Math.random() * depth;
                    targetPos = new Vector3d(randX, randY, randZ);
                } else {
                    targetPos = targetBox.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 maxYawDelta = 60.0f + (float) Math.random() * 1.0329834f;
                yawDelta = Math.min(Math.abs(yawDelta), maxYawDelta) * Math.signum(yawDelta);

                float maxPitchDelta = 23.133f + (float) Math.random() * 3.344f;
                pitchDelta = Math.min(Math.abs(pitchDelta), maxPitchDelta) * Math.signum(pitchDelta);

                if (Math.abs(yawDelta) == 0 && Math.abs(pitchDelta) > 0) {
                    yawDelta += (0.1f + (float) Math.random() * 0.4f) * 1.0313f;
                }
                if (Math.abs(pitchDelta) == 0 && Math.abs(yawDelta) > 0) {
                    pitchDelta += (0.1f + (float) Math.random() * 0.4f) * 1.0313f;
                }

                float baseSpeed = 0.65f + (float) Math.random() * 0.1f;
                float speedVariation = 0.9f + (float) Math.random() * 0.2f;
                float finalSpeed = baseSpeed * speedVariation;

                float yawSpeed = finalSpeed * (0.95f + (float) Math.random() * 0.1f);
                float pitchSpeed = finalSpeed * (0.95f + (float) Math.random() * 0.1f);

                float moveYaw = yawDelta * yawSpeed;
                float movePitch = pitchDelta * pitchSpeed;

                float lerpFactor = 0.7f + (float) Math.random() * 0.2f;
                float finalYaw = MathHelper.lerp(lerpFactor, rotateVector.x, rotateVector.x + moveYaw);
                float finalPitch = MathHelper.lerp(lerpFactor, rotateVector.y, rotateVector.y + movePitch);

                finalPitch = clamp(finalPitch, -89.0f, 89.0f);
                finalYaw = sanitizeYaw(finalYaw);

                if (Float.isNaN(finalYaw) || Float.isInfinite(finalYaw)) finalYaw = rotateVector.x;
                if (Float.isNaN(finalPitch) || Float.isInfinite(finalPitch)) finalPitch = rotateVector.y;

                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);
                }

                lastYaw = finalYaw;
                lastPitch = finalPitch;

                rotateVector = new Vector2f(finalYaw, finalPitch);

                if (options.getValueByName("Коррекция движения").get()) {
                    mc.player.rotationYawOffset = finalYaw;
Во первых чекается не по тому как ты побил на спавне и не откинули, и не по тому то что типо например плавно двигается и не спалят и не забанят. Нужно чекать в пвп на ивентах+3.3 килка должна робить, криты проходить а не просто бить(не режет ли урон). Короче /del нет смысла побил на спавне и типо байпас. Ребзи перестаньте такие штуки постить когда вы не чекаете на ивентах а просто побили на спавне и типо байпас
 
Жоски обходика фт
Пожалуйста, авторизуйтесь для просмотра ссылки.

обходека сам:
Expand Collapse Copy
  case "DristoTime" -> {
Vector3d eyes = mc.player.getEyePosition(1.0f);
                AxisAlignedBB targetBox = target.getBoundingBox();

                double width = targetBox.maxX - targetBox.minX;
                double height = targetBox.maxY - targetBox.minY;
                double depth = targetBox.maxZ - targetBox.minZ;

                Vector3d targetPos;
                if (mc.player.ticksExisted % 8 == 0) {
                    double randX = targetBox.minX + Math.random() * width;
                    double randY = targetBox.minY + Math.random() * height;
                    double randZ = targetBox.minZ + Math.random() * depth;
                    targetPos = new Vector3d(randX, randY, randZ);
                } else {
                    targetPos = targetBox.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 maxYawDelta = 60.0f + (float) Math.random() * 1.0329834f;
                yawDelta = Math.min(Math.abs(yawDelta), maxYawDelta) * Math.signum(yawDelta);

                float maxPitchDelta = 23.133f + (float) Math.random() * 3.344f;
                pitchDelta = Math.min(Math.abs(pitchDelta), maxPitchDelta) * Math.signum(pitchDelta);

                if (Math.abs(yawDelta) == 0 && Math.abs(pitchDelta) > 0) {
                    yawDelta += (0.1f + (float) Math.random() * 0.4f) * 1.0313f;
                }
                if (Math.abs(pitchDelta) == 0 && Math.abs(yawDelta) > 0) {
                    pitchDelta += (0.1f + (float) Math.random() * 0.4f) * 1.0313f;
                }

                float baseSpeed = 0.65f + (float) Math.random() * 0.1f;
                float speedVariation = 0.9f + (float) Math.random() * 0.2f;
                float finalSpeed = baseSpeed * speedVariation;

                float yawSpeed = finalSpeed * (0.95f + (float) Math.random() * 0.1f);
                float pitchSpeed = finalSpeed * (0.95f + (float) Math.random() * 0.1f);

                float moveYaw = yawDelta * yawSpeed;
                float movePitch = pitchDelta * pitchSpeed;

                float lerpFactor = 0.7f + (float) Math.random() * 0.2f;
                float finalYaw = MathHelper.lerp(lerpFactor, rotateVector.x, rotateVector.x + moveYaw);
                float finalPitch = MathHelper.lerp(lerpFactor, rotateVector.y, rotateVector.y + movePitch);

                finalPitch = clamp(finalPitch, -89.0f, 89.0f);
                finalYaw = sanitizeYaw(finalYaw);

                if (Float.isNaN(finalYaw) || Float.isInfinite(finalYaw)) finalYaw = rotateVector.x;
                if (Float.isNaN(finalPitch) || Float.isInfinite(finalPitch)) finalPitch = rotateVector.y;

                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);
                }

                lastYaw = finalYaw;
                lastPitch = finalPitch;

                rotateVector = new Vector2f(finalYaw, finalPitch);

                if (options.getValueByName("Коррекция движения").get()) {
                    mc.player.rotationYawOffset = finalYaw;
ну вот это конечно бупас на спавне побил и не банит
 
говнокод, потому что рандом размазан по всему коду, говно числа без смысла и констант, ticks%8 дергает цель на один тик а потом в центр без сохранения точки так что хуйня ебаная не делай темы по поводу ротаций
 
Жоски обходика фт
Пожалуйста, авторизуйтесь для просмотра ссылки.

обходека сам:
Expand Collapse Copy
  case "DristoTime" -> {
Vector3d eyes = mc.player.getEyePosition(1.0f);
                AxisAlignedBB targetBox = target.getBoundingBox();

                double width = targetBox.maxX - targetBox.minX;
                double height = targetBox.maxY - targetBox.minY;
                double depth = targetBox.maxZ - targetBox.minZ;

                Vector3d targetPos;
                if (mc.player.ticksExisted % 8 == 0) {
                    double randX = targetBox.minX + Math.random() * width;
                    double randY = targetBox.minY + Math.random() * height;
                    double randZ = targetBox.minZ + Math.random() * depth;
                    targetPos = new Vector3d(randX, randY, randZ);
                } else {
                    targetPos = targetBox.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 maxYawDelta = 60.0f + (float) Math.random() * 1.0329834f;
                yawDelta = Math.min(Math.abs(yawDelta), maxYawDelta) * Math.signum(yawDelta);

                float maxPitchDelta = 23.133f + (float) Math.random() * 3.344f;
                pitchDelta = Math.min(Math.abs(pitchDelta), maxPitchDelta) * Math.signum(pitchDelta);

                if (Math.abs(yawDelta) == 0 && Math.abs(pitchDelta) > 0) {
                    yawDelta += (0.1f + (float) Math.random() * 0.4f) * 1.0313f;
                }
                if (Math.abs(pitchDelta) == 0 && Math.abs(yawDelta) > 0) {
                    pitchDelta += (0.1f + (float) Math.random() * 0.4f) * 1.0313f;
                }

                float baseSpeed = 0.65f + (float) Math.random() * 0.1f;
                float speedVariation = 0.9f + (float) Math.random() * 0.2f;
                float finalSpeed = baseSpeed * speedVariation;

                float yawSpeed = finalSpeed * (0.95f + (float) Math.random() * 0.1f);
                float pitchSpeed = finalSpeed * (0.95f + (float) Math.random() * 0.1f);

                float moveYaw = yawDelta * yawSpeed;
                float movePitch = pitchDelta * pitchSpeed;

                float lerpFactor = 0.7f + (float) Math.random() * 0.2f;
                float finalYaw = MathHelper.lerp(lerpFactor, rotateVector.x, rotateVector.x + moveYaw);
                float finalPitch = MathHelper.lerp(lerpFactor, rotateVector.y, rotateVector.y + movePitch);

                finalPitch = clamp(finalPitch, -89.0f, 89.0f);
                finalYaw = sanitizeYaw(finalYaw);

                if (Float.isNaN(finalYaw) || Float.isInfinite(finalYaw)) finalYaw = rotateVector.x;
                if (Float.isNaN(finalPitch) || Float.isInfinite(finalPitch)) finalPitch = rotateVector.y;

                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);
                }

                lastYaw = finalYaw;
                lastPitch = finalPitch;

                rotateVector = new Vector2f(finalYaw, finalPitch);

                if (options.getValueByName("Коррекция движения").get()) {
                    mc.player.rotationYawOffset = finalYaw;
ого 3.1 + обходы на фт удивляешь а так побил на спавне жоско.
 
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