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Обход античита Sp bypss

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Выберите загрузчик игры
  1. Fabric
в крации знаю точно что обходит сп дуэли
Пожалуйста, авторизуйтесь для просмотра ссылки.

че вы срете мб обходит и не только сп дуэли я не знаю мне тип сказал который тестит и то и то обходит но что бы не воздуханить я указал только сп дуэли тк не тестил на анках



ss:
self pasting:
Expand Collapse Copy
if (this.rotationMode.is(this.spookyTimeRotation)) {
   if (mc.player.age % 500 == 0) {
      this.noise = new PerlinNoise();
      this.noiseFactor = 1.0F;
   }

   boolean collide = EntityUtility.collideWith(targetedEntity, 1.0F);
   Vec3d nearYx = RotationMath.getNearestPoint(targetedEntity);
 
   float neckHeight = targetedEntity.getEyeHeight(targetedEntity.getPose()) - 0.3f;
   Vec3d targetPos = targetedEntity.getPos().add(0, neckHeight, 0);
 
   if (this.attackTimer.finished(200L)) {
      float randomOffsetX = (float)(Math.random() - 0.5f) * 0.1f;
      float randomOffsetZ = (float)(Math.random() - 0.5f) * 0.1f;
      targetPos = targetPos.add(randomOffsetX, 0, randomOffsetZ);
   }
 
   Vec3d vecToNeck = targetPos.subtract(mc.player.getEyePos());
   float yawToTarget = (float) MathHelper.wrapDegrees(Math.toDegrees(Math.atan2(vecToNeck.z, vecToNeck.x)) - 90.0);
   float pitchToTarget = (float) (-Math.toDegrees(Math.atan2(vecToNeck.y, Math.hypot(vecToNeck.x, vecToNeck.z))));
 
   Rotation targetRotx = new Rotation(yawToTarget, pitchToTarget);
 
   if (collide) {
      targetRotx = RotationMath.getRotationTo(targetedEntity.getPos().add(0.0, 0.5, 0.0));
   }

   if (!MathUtility.canTraceWithBlock(
         this.attackDistance.getCurrentValue(), targetRotx.getYaw(), targetRotx.getPitch(), mc.player, targetedEntity, !this.walls.isEnabled()
      )
      && mc.player.getEyePos().distanceTo(targetedEntity.getEyePos()) > 3.0) {
      Rotation multipointx = RotationMath.getRotationTo(RotationMath.getNearestPoint(targetedEntity));
      targetRotx.setPitch(multipointx.getPitch() + 10.0F);
   }

   boolean idlex = this.attackTimer.finished(collide ? 500L : 200L);
   if (this.additional == null) {
      this.additional = new Rotation(0.0F, 0.0F);
   }

   float targetYawx = targetRotx.getYaw();
   float targetPitchx = targetRotx.getPitch();
   Rotation currentRotx = handler.getCurrentRotation();
   float currentYawx = currentRotx.getYaw();
   float currentPitchx = currentRotx.getPitch();
   float yawDiffx = RotationMath.getAngleDifference(currentYawx, targetYawx);
   float pitchDiffx = RotationMath.getAngleDifference(currentPitchx, targetPitchx);
 
   float randomYawFactor = (float) (Math.random() * 2.5F - 1.5F);
   float randomPitchFactor = (float) (Math.random() * 2.5F - 1.0F);
   float randomThreshold = (float) (Math.random() * 2.5F);
   float randomAddition = (float) (Math.random() * 3.5F + 2.5F);
 
   if (!this.shouldPreventSprinting() && idlex && EntityUtility.getBlock(0.0, 2.0, 0.0) == Blocks.AIR) {
      targetYawx += 10.0F;
      targetPitchx -= 20.0F;
   }

   float clampedYaw = Math.min(Math.max(Math.abs(yawDiffx), 1.0E-4F), this.isCooledDown() ? 45F : 26F);
   float clampedPitch = Math.min(Math.max(Math.abs(pitchDiffx), 1.0E-4F), 7.0F);
 
   if (this.attackTimer.finished(300L)) {
      clampedPitch = Math.max(Math.abs(pitchDiffx), 1.0F);
   } else {
      clampedPitch /= 3.0F;
   }
 
   if (Math.abs(clampedYaw - (this.additional != null ? this.additional.getYaw() : 0)) <= randomThreshold) {
      clampedYaw = (this.additional != null ? this.additional.getYaw() : 0) + randomAddition;
   }
 
   clampedYaw += randomYawFactor;
   clampedPitch += randomPitchFactor;
 
   float yawSpeed = Math.max(
         (90.0F - Math.abs(yawDiffx))
            / (!this.shouldPreventSprinting() && idlex ? 5.0F : (idlex ? (mc.player.fallDistance > 0.0F ? 25.0F : 10.0F) : 60.0F)),
         MathUtility.random(1.0, 5.0)
      )
      * MathUtility.random(0.9, 1.1);
   float pitchSpeed = Math.abs(pitchDiffx)
      / (!this.shouldPreventSprinting() && idlex ? 5.0F : (idlex ? (mc.player.fallDistance > 0.0F ? 25.0F : 10.0F) : 40.0F))
      * MathUtility.random(0.9, 1.1);
   if (!EntityUtility.collideWith(targetedEntity)) {
      this.collideTimer.reset();
   }

   if (this.collideTimer.finished(500L) && CombatUtility.stalin(targetedEntity)) {
      targetPitchx = (float)(
         64.0 + (mc.player.getY() - targetedEntity.getY() + 1.0) * (5.0 + Math.sin(mc.player.age % 100 / 5 * 1924.12F) * 35.0) - 5.0 + 10.0
      );
      yawSpeed /= MathUtility.random(30.0, 50.0);
   }

   if (!idlex && EntityUtility.getBlock(0.0, 2.0, 0.0) == Blocks.AIR && !collide) {
      targetYawx += this.additional.getYaw();
      targetPitchx += this.additional.getPitch();
   }

   if (this.walls.isEnabled() && !MathUtility.canSeen(nearYx) && mc.player.fallDistance <= CombatUtility.getFallDistance(targetedEntity)) {
      targetPitchx = -90.0F;
   }

   float finalYaw = currentYawx + (yawDiffx > 0.0F ? clampedYaw : -clampedYaw);
   float finalPitch = MathHelper.clamp(currentPitchx + (pitchDiffx > 0.0F ? clampedPitch : -clampedPitch), -80.0F, 70.0F);
 
   float gcd = this.getGCDValue();
   finalYaw -= (finalYaw - currentYawx) % gcd;
   finalPitch -= (finalPitch - currentPitchx) % gcd;

   long timeElapsed = System.currentTimeMillis() - this.rotationStartTime;
   float yawNoise = (float)this.noise.noise(timeElapsed * 5.0E-4);
   float pitchNoise = (float)this.noise.noise(timeElapsed * 5.0E-4, 10.0);
   float yawOffset = yawNoise * 25.0F * this.noiseFactor;
   float pitchOffset = pitchNoise * 25.0F * this.noiseFactor;
   float finalTargetYaw = finalYaw + yawOffset;
   float finalTargetPitch = finalPitch + pitchOffset;
   float totalDiff = Math.abs(yawDiffx) + Math.abs(pitchDiffx);
   if (totalDiff < 10.0F) {
      this.noiseFactor = Math.max(0.0F, this.noiseFactor - 0.05F);
   }

   handler.rotate(
      new Rotation(finalTargetYaw, Math.clamp(finalTargetPitch, -90.0F, 90.0F)),
      moveCorrection,
      yawSpeed * 25.0F,
      pitchSpeed * 25.0F,
      MathUtility.random(30.0, 70.0),
      RotationPriority.TO_TARGET
   );
}
 
Последнее редактирование:
Пиздец, ЗАЧЕМ сливать ротацию под ст дуэли ЕСЛИ ТАМ ЧТО УГОДНО ОБХОДИТ, /del
помоему сп дуэли и Анка один и тот же античит, на сп дуэлях не все что угодно обходит
 
в крации знаю точно что обходит сп дуэли
ss:
mmr rater:
Expand Collapse Copy
if (this.rotationMode.is(this.spookyTimeRotation)) {
   if (mc.player.age % 500 == 0) {
      this.noise = new PerlinNoise();
      this.noiseFactor = 1.0F;
   }

   boolean collide = EntityUtility.collideWith(targetedEntity, 1.0F);
   Vec3d nearYx = RotationMath.getNearestPoint(targetedEntity);
 
   float neckHeight = targetedEntity.getEyeHeight(targetedEntity.getPose()) - 0.3f;
   Vec3d targetPos = targetedEntity.getPos().add(0, neckHeight, 0);
 
   if (this.attackTimer.finished(200L)) {
      float randomOffsetX = (float)(Math.random() - 0.5f) * 0.1f;
      float randomOffsetZ = (float)(Math.random() - 0.5f) * 0.1f;
      targetPos = targetPos.add(randomOffsetX, 0, randomOffsetZ);
   }
 
   Vec3d vecToNeck = targetPos.subtract(mc.player.getEyePos());
   float yawToTarget = (float) MathHelper.wrapDegrees(Math.toDegrees(Math.atan2(vecToNeck.z, vecToNeck.x)) - 90.0);
   float pitchToTarget = (float) (-Math.toDegrees(Math.atan2(vecToNeck.y, Math.hypot(vecToNeck.x, vecToNeck.z))));
 
   Rotation targetRotx = new Rotation(yawToTarget, pitchToTarget);
 
   if (collide) {
      targetRotx = RotationMath.getRotationTo(targetedEntity.getPos().add(0.0, 0.5, 0.0));
   }

   if (!MathUtility.canTraceWithBlock(
         this.attackDistance.getCurrentValue(), targetRotx.getYaw(), targetRotx.getPitch(), mc.player, targetedEntity, !this.walls.isEnabled()
      )
      && mc.player.getEyePos().distanceTo(targetedEntity.getEyePos()) > 3.0) {
      Rotation multipointx = RotationMath.getRotationTo(RotationMath.getNearestPoint(targetedEntity));
      targetRotx.setPitch(multipointx.getPitch() + 10.0F);
   }

   boolean idlex = this.attackTimer.finished(collide ? 500L : 200L);
   if (this.additional == null) {
      this.additional = new Rotation(0.0F, 0.0F);
   }

   float targetYawx = targetRotx.getYaw();
   float targetPitchx = targetRotx.getPitch();
   Rotation currentRotx = handler.getCurrentRotation();
   float currentYawx = currentRotx.getYaw();
   float currentPitchx = currentRotx.getPitch();
   float yawDiffx = RotationMath.getAngleDifference(currentYawx, targetYawx);
   float pitchDiffx = RotationMath.getAngleDifference(currentPitchx, targetPitchx);
 
   float randomYawFactor = (float) (Math.random() * 2.5F - 1.5F);
   float randomPitchFactor = (float) (Math.random() * 2.5F - 1.0F);
   float randomThreshold = (float) (Math.random() * 2.5F);
   float randomAddition = (float) (Math.random() * 3.5F + 2.5F);
 
   if (!this.shouldPreventSprinting() && idlex && EntityUtility.getBlock(0.0, 2.0, 0.0) == Blocks.AIR) {
      targetYawx += 10.0F;
      targetPitchx -= 20.0F;
   }

   float clampedYaw = Math.min(Math.max(Math.abs(yawDiffx), 1.0E-4F), this.isCooledDown() ? 45F : 26F);
   float clampedPitch = Math.min(Math.max(Math.abs(pitchDiffx), 1.0E-4F), 7.0F);
 
   if (this.attackTimer.finished(300L)) {
      clampedPitch = Math.max(Math.abs(pitchDiffx), 1.0F);
   } else {
      clampedPitch /= 3.0F;
   }
 
   if (Math.abs(clampedYaw - (this.additional != null ? this.additional.getYaw() : 0)) <= randomThreshold) {
      clampedYaw = (this.additional != null ? this.additional.getYaw() : 0) + randomAddition;
   }
 
   clampedYaw += randomYawFactor;
   clampedPitch += randomPitchFactor;
 
   float yawSpeed = Math.max(
         (90.0F - Math.abs(yawDiffx))
            / (!this.shouldPreventSprinting() && idlex ? 5.0F : (idlex ? (mc.player.fallDistance > 0.0F ? 25.0F : 10.0F) : 60.0F)),
         MathUtility.random(1.0, 5.0)
      )
      * MathUtility.random(0.9, 1.1);
   float pitchSpeed = Math.abs(pitchDiffx)
      / (!this.shouldPreventSprinting() && idlex ? 5.0F : (idlex ? (mc.player.fallDistance > 0.0F ? 25.0F : 10.0F) : 40.0F))
      * MathUtility.random(0.9, 1.1);
   if (!EntityUtility.collideWith(targetedEntity)) {
      this.collideTimer.reset();
   }

   if (this.collideTimer.finished(500L) && CombatUtility.stalin(targetedEntity)) {
      targetPitchx = (float)(
         64.0 + (mc.player.getY() - targetedEntity.getY() + 1.0) * (5.0 + Math.sin(mc.player.age % 100 / 5 * 1924.12F) * 35.0) - 5.0 + 10.0
      );
      yawSpeed /= MathUtility.random(30.0, 50.0);
   }

   if (!idlex && EntityUtility.getBlock(0.0, 2.0, 0.0) == Blocks.AIR && !collide) {
      targetYawx += this.additional.getYaw();
      targetPitchx += this.additional.getPitch();
   }

   if (this.walls.isEnabled() && !MathUtility.canSeen(nearYx) && mc.player.fallDistance <= CombatUtility.getFallDistance(targetedEntity)) {
      targetPitchx = -90.0F;
   }

   float finalYaw = currentYawx + (yawDiffx > 0.0F ? clampedYaw : -clampedYaw);
   float finalPitch = MathHelper.clamp(currentPitchx + (pitchDiffx > 0.0F ? clampedPitch : -clampedPitch), -80.0F, 70.0F);
 
   float gcd = this.getGCDValue();
   finalYaw -= (finalYaw - currentYawx) % gcd;
   finalPitch -= (finalPitch - currentPitchx) % gcd;

   long timeElapsed = System.currentTimeMillis() - this.rotationStartTime;
   float yawNoise = (float)this.noise.noise(timeElapsed * 5.0E-4);
   float pitchNoise = (float)this.noise.noise(timeElapsed * 5.0E-4, 10.0);
   float yawOffset = yawNoise * 25.0F * this.noiseFactor;
   float pitchOffset = pitchNoise * 25.0F * this.noiseFactor;
   float finalTargetYaw = finalYaw + yawOffset;
   float finalTargetPitch = finalPitch + pitchOffset;
   float totalDiff = Math.abs(yawDiffx) + Math.abs(pitchDiffx);
   if (totalDiff < 10.0F) {
      this.noiseFactor = Math.max(0.0F, this.noiseFactor - 0.05F);
   }

   handler.rotate(
      new Rotation(finalTargetYaw, Math.clamp(finalTargetPitch, -90.0F, 90.0F)),
      moveCorrection,
      yawSpeed * 25.0F,
      pitchSpeed * 25.0F,
      MathUtility.random(30.0, 70.0),
      RotationPriority.TO_TARGET
   );
}
слишкам длинна и переносик в sexpensive 3.1 не в 2 строчки(((:roflanPominki:
 
че вы срете мб обходит и не только сп дуэли я не знаю мне тип сказал который тестит и то и то обходит но что бы не воздуханить я указал только сп дуэли тк не тестил на анках
 
в крации знаю точно что обходит сп дуэли


че вы срете мб обходит и не только сп дуэли я не знаю мне тип сказал который тестит и то и то обходит но что бы не воздуханить я указал только сп дуэли тк не тестил на анках



ss:
self pasting:
Expand Collapse Copy
if (this.rotationMode.is(this.spookyTimeRotation)) {
   if (mc.player.age % 500 == 0) {
      this.noise = new PerlinNoise();
      this.noiseFactor = 1.0F;
   }

   boolean collide = EntityUtility.collideWith(targetedEntity, 1.0F);
   Vec3d nearYx = RotationMath.getNearestPoint(targetedEntity);
 
   float neckHeight = targetedEntity.getEyeHeight(targetedEntity.getPose()) - 0.3f;
   Vec3d targetPos = targetedEntity.getPos().add(0, neckHeight, 0);
 
   if (this.attackTimer.finished(200L)) {
      float randomOffsetX = (float)(Math.random() - 0.5f) * 0.1f;
      float randomOffsetZ = (float)(Math.random() - 0.5f) * 0.1f;
      targetPos = targetPos.add(randomOffsetX, 0, randomOffsetZ);
   }
 
   Vec3d vecToNeck = targetPos.subtract(mc.player.getEyePos());
   float yawToTarget = (float) MathHelper.wrapDegrees(Math.toDegrees(Math.atan2(vecToNeck.z, vecToNeck.x)) - 90.0);
   float pitchToTarget = (float) (-Math.toDegrees(Math.atan2(vecToNeck.y, Math.hypot(vecToNeck.x, vecToNeck.z))));
 
   Rotation targetRotx = new Rotation(yawToTarget, pitchToTarget);
 
   if (collide) {
      targetRotx = RotationMath.getRotationTo(targetedEntity.getPos().add(0.0, 0.5, 0.0));
   }

   if (!MathUtility.canTraceWithBlock(
         this.attackDistance.getCurrentValue(), targetRotx.getYaw(), targetRotx.getPitch(), mc.player, targetedEntity, !this.walls.isEnabled()
      )
      && mc.player.getEyePos().distanceTo(targetedEntity.getEyePos()) > 3.0) {
      Rotation multipointx = RotationMath.getRotationTo(RotationMath.getNearestPoint(targetedEntity));
      targetRotx.setPitch(multipointx.getPitch() + 10.0F);
   }

   boolean idlex = this.attackTimer.finished(collide ? 500L : 200L);
   if (this.additional == null) {
      this.additional = new Rotation(0.0F, 0.0F);
   }

   float targetYawx = targetRotx.getYaw();
   float targetPitchx = targetRotx.getPitch();
   Rotation currentRotx = handler.getCurrentRotation();
   float currentYawx = currentRotx.getYaw();
   float currentPitchx = currentRotx.getPitch();
   float yawDiffx = RotationMath.getAngleDifference(currentYawx, targetYawx);
   float pitchDiffx = RotationMath.getAngleDifference(currentPitchx, targetPitchx);
 
   float randomYawFactor = (float) (Math.random() * 2.5F - 1.5F);
   float randomPitchFactor = (float) (Math.random() * 2.5F - 1.0F);
   float randomThreshold = (float) (Math.random() * 2.5F);
   float randomAddition = (float) (Math.random() * 3.5F + 2.5F);
 
   if (!this.shouldPreventSprinting() && idlex && EntityUtility.getBlock(0.0, 2.0, 0.0) == Blocks.AIR) {
      targetYawx += 10.0F;
      targetPitchx -= 20.0F;
   }

   float clampedYaw = Math.min(Math.max(Math.abs(yawDiffx), 1.0E-4F), this.isCooledDown() ? 45F : 26F);
   float clampedPitch = Math.min(Math.max(Math.abs(pitchDiffx), 1.0E-4F), 7.0F);
 
   if (this.attackTimer.finished(300L)) {
      clampedPitch = Math.max(Math.abs(pitchDiffx), 1.0F);
   } else {
      clampedPitch /= 3.0F;
   }
 
   if (Math.abs(clampedYaw - (this.additional != null ? this.additional.getYaw() : 0)) <= randomThreshold) {
      clampedYaw = (this.additional != null ? this.additional.getYaw() : 0) + randomAddition;
   }
 
   clampedYaw += randomYawFactor;
   clampedPitch += randomPitchFactor;
 
   float yawSpeed = Math.max(
         (90.0F - Math.abs(yawDiffx))
            / (!this.shouldPreventSprinting() && idlex ? 5.0F : (idlex ? (mc.player.fallDistance > 0.0F ? 25.0F : 10.0F) : 60.0F)),
         MathUtility.random(1.0, 5.0)
      )
      * MathUtility.random(0.9, 1.1);
   float pitchSpeed = Math.abs(pitchDiffx)
      / (!this.shouldPreventSprinting() && idlex ? 5.0F : (idlex ? (mc.player.fallDistance > 0.0F ? 25.0F : 10.0F) : 40.0F))
      * MathUtility.random(0.9, 1.1);
   if (!EntityUtility.collideWith(targetedEntity)) {
      this.collideTimer.reset();
   }

   if (this.collideTimer.finished(500L) && CombatUtility.stalin(targetedEntity)) {
      targetPitchx = (float)(
         64.0 + (mc.player.getY() - targetedEntity.getY() + 1.0) * (5.0 + Math.sin(mc.player.age % 100 / 5 * 1924.12F) * 35.0) - 5.0 + 10.0
      );
      yawSpeed /= MathUtility.random(30.0, 50.0);
   }

   if (!idlex && EntityUtility.getBlock(0.0, 2.0, 0.0) == Blocks.AIR && !collide) {
      targetYawx += this.additional.getYaw();
      targetPitchx += this.additional.getPitch();
   }

   if (this.walls.isEnabled() && !MathUtility.canSeen(nearYx) && mc.player.fallDistance <= CombatUtility.getFallDistance(targetedEntity)) {
      targetPitchx = -90.0F;
   }

   float finalYaw = currentYawx + (yawDiffx > 0.0F ? clampedYaw : -clampedYaw);
   float finalPitch = MathHelper.clamp(currentPitchx + (pitchDiffx > 0.0F ? clampedPitch : -clampedPitch), -80.0F, 70.0F);
 
   float gcd = this.getGCDValue();
   finalYaw -= (finalYaw - currentYawx) % gcd;
   finalPitch -= (finalPitch - currentPitchx) % gcd;

   long timeElapsed = System.currentTimeMillis() - this.rotationStartTime;
   float yawNoise = (float)this.noise.noise(timeElapsed * 5.0E-4);
   float pitchNoise = (float)this.noise.noise(timeElapsed * 5.0E-4, 10.0);
   float yawOffset = yawNoise * 25.0F * this.noiseFactor;
   float pitchOffset = pitchNoise * 25.0F * this.noiseFactor;
   float finalTargetYaw = finalYaw + yawOffset;
   float finalTargetPitch = finalPitch + pitchOffset;
   float totalDiff = Math.abs(yawDiffx) + Math.abs(pitchDiffx);
   if (totalDiff < 10.0F) {
      this.noiseFactor = Math.max(0.0F, this.noiseFactor - 0.05F);
   }

   handler.rotate(
      new Rotation(finalTargetYaw, Math.clamp(finalTargetPitch, -90.0F, 90.0F)),
      moveCorrection,
      yawSpeed * 25.0F,
      pitchSpeed * 25.0F,
      MathUtility.random(30.0, 70.0),
      RotationPriority.TO_TARGET
   );
}
тг:
Пожалуйста, авторизуйтесь для просмотра ссылки.
 
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