как сделать так чтобы киллаура наводилась плавно. я сделал киллауру но она дерганная как починить (киллаура для теста)
KillAura:
package nerselirt.xyz.client.modules.impl.combat;
import nerselirt.xyz.client.modules.Category;
import nerselirt.xyz.client.modules.Module;
import net.minecraft.client.MinecraftClient;
import net.minecraft.client.network.ClientPlayerEntity;
import net.minecraft.entity.Entity;
import net.minecraft.entity.LivingEntity;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.Vec3d;
import org.lwjgl.glfw.GLFW;
public final class KillAura extends Module {
private static final MinecraftClient mc = MinecraftClient.getInstance();
public static volatile boolean ENABLED = false;
private static final double RANGE = 4.0;
public KillAura() {
super("KillAura", "Aura", Category.COMBAT, GLFW.GLFW_KEY_Z);
}
@Override
public void onDisable() {
ENABLED = false;
}
@Override
public void onEnable() {
ENABLED = true;
}
@Override
public void onUpdate() {
ClientPlayerEntity player = mc.player;
if (player == null || mc.world == null) return;
LivingEntity target = findNearestLiving(player, RANGE);
if (target == null) return;
Vec3d aimPos = target.getBoundingBox().getCenter();
double deltaX = target.getPos().x - player.getPos().x;
double deltaY = target.getPos().y - player.getPos().y;
double deltaZ = target.getPos().z - player.getPos().z;
double horizontalDistance = Math.sqrt(deltaX * deltaX + deltaZ * deltaZ);
float yaw = (float) Math.toDegrees(Math.atan2(deltaZ, deltaX)) - 90.0F;
float pitch = (float) -Math.toDegrees(Math.atan2(deltaY, horizontalDistance));
yaw = MathHelper.wrapDegrees(yaw);
player.setPitch(pitch);
player.setYaw(yaw);
}
private static LivingEntity findNearestLiving(ClientPlayerEntity player, double range) {
double bestSq = range * range;
LivingEntity best = null;
for (Entity e : mc.world.getEntities()) {
if (!(e instanceof LivingEntity living)) continue;
if (!living.isAlive()) continue;
if (living == player) continue;
double d = player.squaredDistanceTo(living);
if (d > bestSq) continue;
bestSq = d;
best = living;
}
return best;
}
}