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Обход античита Rotation Spooky bypass

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Не знаю сделал Киллауру вот вам код Для пастерков


SpookytimeRotation:
Expand Collapse Copy
package dev.twohug.client.managers.module.impl.combat.rotation;

import dev.twohug.client.api.interfaces.IMinecraft;
import dev.twohug.client.managers.component.impl.rotation.Rotation;
import dev.twohug.client.managers.component.impl.rotation.RotationComponent;
import dev.twohug.client.managers.module.impl.combat.AttackAura;
import dev.twohug.client.utils.math.Mathf;
import dev.twohug.client.utils.rotation.AuraUtil;
import lombok.experimental.UtilityClass;
import net.minecraft.entity.LivingEntity;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.vector.Vector3d;
import ru.nocturneguard.J2C.Native;

import java.util.concurrent.ThreadLocalRandom;

import static dev.twohug.client.managers.module.impl.combat.AttackAura.*;

@UtilityClass
public class SpookyTimeRotation implements IMinecraft {

    float tick = 0;


    public void rotation(LivingEntity target, boolean isAttack, float attackDistance, boolean check) {
        Vector3d playerEyePos = mc.player.getEyePosition(mc.getRenderPartialTicks());

        float oscillY = (float) Math.cos(System.currentTimeMillis() /240L);
        float offsetY = 0.046F * oscillY;

        float oscillZ = (float) Math.cos(System.currentTimeMillis() / 150L);
        float offsetZ = 0.06F * oscillZ;

        Vector3d eyePos = mc.player.getEyePosition(mc.getRenderPartialTicks());
        float timeVar = (float) Math.cos(System.currentTimeMillis() / 900L);
        float addyVact = 0.15F * timeVar;
        float timeVarZ = (float) Math.cos(System.currentTimeMillis() / 1100L);
        float addyVacZ = 0.15F * timeVarZ;
        float timeVarX = (float) Math.cos(System.currentTimeMillis() / 800L);
        float addyVacX = 0.25F * timeVarX;
        Vector3d            directionVec = target.getPositionVec()
                .add(addyVacZ, MathHelper.clamp(eyePos.y - target.getPosY(), 0.0F, 1F + addyVact), addyVacX)
                .subtract(eyePos).normalize();



        boolean attack = false;
        if (isAttack) tick = 4;

        if (tick > 0) {
            attack = true;
            tick--;
        }


            float baseYaw = (float) Math.toDegrees(Math.atan2(-directionVec.x, directionVec.z));
            float basePitch = (float) MathHelper.clamp(
                    -Math.toDegrees(Math.atan2(directionVec.y, Math.hypot(directionVec.x, directionVec.z))),
                    MIN_PITCH, MAX_PITCH
            );

            float waveA = (float) Math.cos(System.currentTimeMillis() / 70D);
            float waveB = (float) Math.sin(System.currentTimeMillis() / 80D);


            float randomAttackShift = 0;
            if (attack) {
                randomAttackShift = ThreadLocalRandom.current().nextLong(-3, 3);

            }

            float yawJitter =   ((float) (Math.random() * 2)  * waveB ) + waveA * (float) (Math.random() * 3);
            float pitchJitter = ((float) (Math.random() * 1) * waveA) + waveB * Mathf.smoothRandom(1,3,1);

            boolean attackCooldownReady = AttackAura.getInstance().cooldownFromLastSwing() > CRIT_COOLDOWN_THRESHOLD;
            float pitchChangeSpeed =   Mathf.randomValue(3, 5);

            float yawChangeSpeed =   Mathf.randomValue(35, 45);

            Rotation newRotation = new Rotation(baseYaw + yawJitter  + randomAttackShift, basePitch + pitchJitter  + randomAttackShift);

            RotationComponent.update(newRotation, yawChangeSpeed, pitchChangeSpeed, Mathf.randomValue(11, 16), Mathf.randomValue(5, 7), 0, 15, false);

        }


}





Пожалуйста, авторизуйтесь для просмотра ссылки.
 
Не знаю сделал Киллауру вот вам код Для пастерков


SpookytimeRotation:
Expand Collapse Copy
package dev.twohug.client.managers.module.impl.combat.rotation;

import dev.twohug.client.api.interfaces.IMinecraft;
import dev.twohug.client.managers.component.impl.rotation.Rotation;
import dev.twohug.client.managers.component.impl.rotation.RotationComponent;
import dev.twohug.client.managers.module.impl.combat.AttackAura;
import dev.twohug.client.utils.math.Mathf;
import dev.twohug.client.utils.rotation.AuraUtil;
import lombok.experimental.UtilityClass;
import net.minecraft.entity.LivingEntity;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.vector.Vector3d;
import ru.nocturneguard.J2C.Native;

import java.util.concurrent.ThreadLocalRandom;

import static dev.twohug.client.managers.module.impl.combat.AttackAura.*;

@UtilityClass
public class SpookyTimeRotation implements IMinecraft {

    float tick = 0;


    public void rotation(LivingEntity target, boolean isAttack, float attackDistance, boolean check) {
        Vector3d playerEyePos = mc.player.getEyePosition(mc.getRenderPartialTicks());

        float oscillY = (float) Math.cos(System.currentTimeMillis() /240L);
        float offsetY = 0.046F * oscillY;

        float oscillZ = (float) Math.cos(System.currentTimeMillis() / 150L);
        float offsetZ = 0.06F * oscillZ;

        Vector3d eyePos = mc.player.getEyePosition(mc.getRenderPartialTicks());
        float timeVar = (float) Math.cos(System.currentTimeMillis() / 900L);
        float addyVact = 0.15F * timeVar;
        float timeVarZ = (float) Math.cos(System.currentTimeMillis() / 1100L);
        float addyVacZ = 0.15F * timeVarZ;
        float timeVarX = (float) Math.cos(System.currentTimeMillis() / 800L);
        float addyVacX = 0.25F * timeVarX;
        Vector3d            directionVec = target.getPositionVec()
                .add(addyVacZ, MathHelper.clamp(eyePos.y - target.getPosY(), 0.0F, 1F + addyVact), addyVacX)
                .subtract(eyePos).normalize();



        boolean attack = false;
        if (isAttack) tick = 4;

        if (tick > 0) {
            attack = true;
            tick--;
        }


            float baseYaw = (float) Math.toDegrees(Math.atan2(-directionVec.x, directionVec.z));
            float basePitch = (float) MathHelper.clamp(
                    -Math.toDegrees(Math.atan2(directionVec.y, Math.hypot(directionVec.x, directionVec.z))),
                    MIN_PITCH, MAX_PITCH
            );

            float waveA = (float) Math.cos(System.currentTimeMillis() / 70D);
            float waveB = (float) Math.sin(System.currentTimeMillis() / 80D);


            float randomAttackShift = 0;
            if (attack) {
                randomAttackShift = ThreadLocalRandom.current().nextLong(-3, 3);

            }

            float yawJitter =   ((float) (Math.random() * 2)  * waveB ) + waveA * (float) (Math.random() * 3);
            float pitchJitter = ((float) (Math.random() * 1) * waveA) + waveB * Mathf.smoothRandom(1,3,1);

            boolean attackCooldownReady = AttackAura.getInstance().cooldownFromLastSwing() > CRIT_COOLDOWN_THRESHOLD;
            float pitchChangeSpeed =   Mathf.randomValue(3, 5);

            float yawChangeSpeed =   Mathf.randomValue(35, 45);

            Rotation newRotation = new Rotation(baseYaw + yawJitter  + randomAttackShift, basePitch + pitchJitter  + randomAttackShift);

            RotationComponent.update(newRotation, yawChangeSpeed, pitchChangeSpeed, Mathf.randomValue(11, 16), Mathf.randomValue(5, 7), 0, 15, false);

        }


}





Пожалуйста, авторизуйтесь для просмотра ссылки.
на ртп с твинком не осилил тестить?
 
Ждём СС нормальный где ты хотябы 2 минуты твинка на ртп побьешь без бана, а так по коду видно что оно обходить особо не будет
 
Не знаю сделал Киллауру вот вам код Для пастерков


SpookytimeRotation:
Expand Collapse Copy
package dev.twohug.client.managers.module.impl.combat.rotation;

import dev.twohug.client.api.interfaces.IMinecraft;
import dev.twohug.client.managers.component.impl.rotation.Rotation;
import dev.twohug.client.managers.component.impl.rotation.RotationComponent;
import dev.twohug.client.managers.module.impl.combat.AttackAura;
import dev.twohug.client.utils.math.Mathf;
import dev.twohug.client.utils.rotation.AuraUtil;
import lombok.experimental.UtilityClass;
import net.minecraft.entity.LivingEntity;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.vector.Vector3d;
import ru.nocturneguard.J2C.Native;

import java.util.concurrent.ThreadLocalRandom;

import static dev.twohug.client.managers.module.impl.combat.AttackAura.*;

@UtilityClass
public class SpookyTimeRotation implements IMinecraft {

    float tick = 0;


    public void rotation(LivingEntity target, boolean isAttack, float attackDistance, boolean check) {
        Vector3d playerEyePos = mc.player.getEyePosition(mc.getRenderPartialTicks());

        float oscillY = (float) Math.cos(System.currentTimeMillis() /240L);
        float offsetY = 0.046F * oscillY;

        float oscillZ = (float) Math.cos(System.currentTimeMillis() / 150L);
        float offsetZ = 0.06F * oscillZ;

        Vector3d eyePos = mc.player.getEyePosition(mc.getRenderPartialTicks());
        float timeVar = (float) Math.cos(System.currentTimeMillis() / 900L);
        float addyVact = 0.15F * timeVar;
        float timeVarZ = (float) Math.cos(System.currentTimeMillis() / 1100L);
        float addyVacZ = 0.15F * timeVarZ;
        float timeVarX = (float) Math.cos(System.currentTimeMillis() / 800L);
        float addyVacX = 0.25F * timeVarX;
        Vector3d            directionVec = target.getPositionVec()
                .add(addyVacZ, MathHelper.clamp(eyePos.y - target.getPosY(), 0.0F, 1F + addyVact), addyVacX)
                .subtract(eyePos).normalize();



        boolean attack = false;
        if (isAttack) tick = 4;

        if (tick > 0) {
            attack = true;
            tick--;
        }


            float baseYaw = (float) Math.toDegrees(Math.atan2(-directionVec.x, directionVec.z));
            float basePitch = (float) MathHelper.clamp(
                    -Math.toDegrees(Math.atan2(directionVec.y, Math.hypot(directionVec.x, directionVec.z))),
                    MIN_PITCH, MAX_PITCH
            );

            float waveA = (float) Math.cos(System.currentTimeMillis() / 70D);
            float waveB = (float) Math.sin(System.currentTimeMillis() / 80D);


            float randomAttackShift = 0;
            if (attack) {
                randomAttackShift = ThreadLocalRandom.current().nextLong(-3, 3);

            }

            float yawJitter =   ((float) (Math.random() * 2)  * waveB ) + waveA * (float) (Math.random() * 3);
            float pitchJitter = ((float) (Math.random() * 1) * waveA) + waveB * Mathf.smoothRandom(1,3,1);

            boolean attackCooldownReady = AttackAura.getInstance().cooldownFromLastSwing() > CRIT_COOLDOWN_THRESHOLD;
            float pitchChangeSpeed =   Mathf.randomValue(3, 5);

            float yawChangeSpeed =   Mathf.randomValue(35, 45);

            Rotation newRotation = new Rotation(baseYaw + yawJitter  + randomAttackShift, basePitch + pitchJitter  + randomAttackShift);

            RotationComponent.update(newRotation, yawChangeSpeed, pitchChangeSpeed, Mathf.randomValue(11, 16), Mathf.randomValue(5, 7), 0, 15, false);

        }


}





Пожалуйста, авторизуйтесь для просмотра ссылки.
/del деф килка найта
 
Не знаю сделал Киллауру вот вам код Для пастерков


SpookytimeRotation:
Expand Collapse Copy
package dev.twohug.client.managers.module.impl.combat.rotation;

import dev.twohug.client.api.interfaces.IMinecraft;
import dev.twohug.client.managers.component.impl.rotation.Rotation;
import dev.twohug.client.managers.component.impl.rotation.RotationComponent;
import dev.twohug.client.managers.module.impl.combat.AttackAura;
import dev.twohug.client.utils.math.Mathf;
import dev.twohug.client.utils.rotation.AuraUtil;
import lombok.experimental.UtilityClass;
import net.minecraft.entity.LivingEntity;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.vector.Vector3d;
import ru.nocturneguard.J2C.Native;

import java.util.concurrent.ThreadLocalRandom;

import static dev.twohug.client.managers.module.impl.combat.AttackAura.*;

@UtilityClass
public class SpookyTimeRotation implements IMinecraft {

    float tick = 0;


    public void rotation(LivingEntity target, boolean isAttack, float attackDistance, boolean check) {
        Vector3d playerEyePos = mc.player.getEyePosition(mc.getRenderPartialTicks());

        float oscillY = (float) Math.cos(System.currentTimeMillis() /240L);
        float offsetY = 0.046F * oscillY;

        float oscillZ = (float) Math.cos(System.currentTimeMillis() / 150L);
        float offsetZ = 0.06F * oscillZ;

        Vector3d eyePos = mc.player.getEyePosition(mc.getRenderPartialTicks());
        float timeVar = (float) Math.cos(System.currentTimeMillis() / 900L);
        float addyVact = 0.15F * timeVar;
        float timeVarZ = (float) Math.cos(System.currentTimeMillis() / 1100L);
        float addyVacZ = 0.15F * timeVarZ;
        float timeVarX = (float) Math.cos(System.currentTimeMillis() / 800L);
        float addyVacX = 0.25F * timeVarX;
        Vector3d            directionVec = target.getPositionVec()
                .add(addyVacZ, MathHelper.clamp(eyePos.y - target.getPosY(), 0.0F, 1F + addyVact), addyVacX)
                .subtract(eyePos).normalize();



        boolean attack = false;
        if (isAttack) tick = 4;

        if (tick > 0) {
            attack = true;
            tick--;
        }


            float baseYaw = (float) Math.toDegrees(Math.atan2(-directionVec.x, directionVec.z));
            float basePitch = (float) MathHelper.clamp(
                    -Math.toDegrees(Math.atan2(directionVec.y, Math.hypot(directionVec.x, directionVec.z))),
                    MIN_PITCH, MAX_PITCH
            );

            float waveA = (float) Math.cos(System.currentTimeMillis() / 70D);
            float waveB = (float) Math.sin(System.currentTimeMillis() / 80D);


            float randomAttackShift = 0;
            if (attack) {
                randomAttackShift = ThreadLocalRandom.current().nextLong(-3, 3);

            }

            float yawJitter =   ((float) (Math.random() * 2)  * waveB ) + waveA * (float) (Math.random() * 3);
            float pitchJitter = ((float) (Math.random() * 1) * waveA) + waveB * Mathf.smoothRandom(1,3,1);

            boolean attackCooldownReady = AttackAura.getInstance().cooldownFromLastSwing() > CRIT_COOLDOWN_THRESHOLD;
            float pitchChangeSpeed =   Mathf.randomValue(3, 5);

            float yawChangeSpeed =   Mathf.randomValue(35, 45);

            Rotation newRotation = new Rotation(baseYaw + yawJitter  + randomAttackShift, basePitch + pitchJitter  + randomAttackShift);

            RotationComponent.update(newRotation, yawChangeSpeed, pitchChangeSpeed, Mathf.randomValue(11, 16), Mathf.randomValue(5, 7), 0, 15, false);

        }


}





Пожалуйста, авторизуйтесь для просмотра ссылки.
тип ты хуйню сделал зачем ты проверяешь на спавне когда нужно мин 10 мин попахаться с типом ты хоть раз ротацию под сервера делал ?
 
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