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Вопрос Killaura rotation

Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
есть уже на юге, чекни гайды
видел перенес банит хуй знает че еще делать вот код
private void updateRotation(float rotationYawSpeed, float rotationPitchSpeed) {
if (target == null) return;


Vector3d playerEyePos = mc.player.getEyePosition(mc.getRenderPartialTicks());


float distanceToTarget = mc.player.getDistance(target);
float maxRange = attackRange.getValue().floatValue();


float distanceFactor = MathHelper.clamp(distanceToTarget / maxRange, 0.0f, 1.0f);


float targetHeight = 0.2f + (0.5f * distanceFactor);
targetHeight += 0.03f * (float) Math.sin(System.currentTimeMillis() / 600D);
targetHeight = MathHelper.clamp(targetHeight, 0.15f, 0.75f);


Vector3d targetPoint = target.getPositionVec().add(
0,
MathHelper.clamp(playerEyePos.y - target.getPosY(), 0.0F, targetHeight),
0
);


Vector3d direction = targetPoint.subtract(playerEyePos).normalize();
float targetYaw = (float) Math.toDegrees(Math.atan2(-direction.x, direction.z));
float targetPitch = (float) MathHelper.clamp(
-Math.toDegrees(Math.atan2(direction.y, Math.hypot(direction.x, direction.z))),
-90.0F, 90.0F
);


float currentYaw = lastYaw;
float currentPitch = lastPitch;


float yawDiff = wrapDegrees(targetYaw - currentYaw);
float pitchDiff = targetPitch - currentPitch;


float neuroRand1 = ThreadLocalRandom.current().nextFloat();
float neuroRand2 = ThreadLocalRandom.current().nextFloat();
float neuroRand3 = ThreadLocalRandom.current().nextFloat();
float neuroRand4 = ThreadLocalRandom.current().nextFloat();


float distanceFactor2;
if (distanceToTarget < 2.0f) {

distanceFactor2 = 0.9f + neuroRand1 * 0.5f;
} else if (distanceToTarget < 4.0f) {

distanceFactor2 = 1.4f + neuroRand2 * 0.7f;
} else {

distanceFactor2 = 1.1f + neuroRand3 * 0.6f;
}


float baseSpeed = MathHelper.clamp(distanceToTarget * 0.3f, 1.0f, 3.5f) * distanceFactor2;

float smoothFactorBase;

if (distanceToTarget < 3.0f && Math.abs(yawDiff) < 10.0f) {

smoothFactorBase = 0.1f + neuroRand2 * 0.014f;
} else if (distanceToTarget > 5.0f || Math.abs(yawDiff) > 30.0f) {

smoothFactorBase = 0.22f + neuroRand3 * 0.15f;
} else {

smoothFactorBase = 0.15f + neuroRand1 * 0.15f;
}


float smoothYaw = yawDiff * smoothFactorBase * (baseSpeed * 0.7f);
float smoothPitch = pitchDiff * smoothFactorBase * (baseSpeed * 0.6f);


if (neuroRand4 < 0.02f) {
smoothYaw += (ThreadLocalRandom.current().nextFloat() - 0.5f) * 1.2f;
smoothPitch += (ThreadLocalRandom.current().nextFloat() - 0.5f) * 0.8f;
}


float breathX = (float) Math.sin(System.currentTimeMillis() / 300.0) * 0.03f;
float breathY = (float) Math.cos(System.currentTimeMillis() / 500.0) * 0.02f;

smoothYaw += breathX;
smoothPitch += breathY;


if (ThreadLocalRandom.current().nextFloat() < 0.05f && Math.abs(yawDiff) > 5.0f) {
float overshootFactor = 1.1f + ThreadLocalRandom.current().nextFloat() * 0.3f;
smoothYaw *= overshootFactor;
}


float newYaw = currentYaw + smoothYaw;
float newPitch = currentPitch + smoothPitch;

newPitch = MathHelper.clamp(newPitch, -30F, 60F);


float gcd = SensitivityUtil.getSensValue();
float finalYaw = newYaw - (newYaw - currentYaw) % gcd;
float finalPitch = newPitch - (newPitch - currentPitch) % gcd;


if (Math.abs(finalYaw - currentYaw) < 0.01f && Math.abs(finalPitch - currentPitch) < 0.01f) {
finalYaw = currentYaw;
finalPitch = currentPitch;
}

lastYaw = finalYaw;
lastPitch = finalPitch;
rotateVector = new Vector2f(finalYaw, finalPitch);
RotationService.update(new Rotation(finalYaw, finalPitch), 300, 360, 4, 5);
}
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
видел перенес банит хуй знает че еще делать вот код
private void updateRotation(float rotationYawSpeed, float rotationPitchSpeed) {
if (target == null) return;


Vector3d playerEyePos = mc.player.getEyePosition(mc.getRenderPartialTicks());


float distanceToTarget = mc.player.getDistance(target);
float maxRange = attackRange.getValue().floatValue();


float distanceFactor = MathHelper.clamp(distanceToTarget / maxRange, 0.0f, 1.0f);


float targetHeight = 0.2f + (0.5f * distanceFactor);
targetHeight += 0.03f * (float) Math.sin(System.currentTimeMillis() / 600D);
targetHeight = MathHelper.clamp(targetHeight, 0.15f, 0.75f);


Vector3d targetPoint = target.getPositionVec().add(
0,
MathHelper.clamp(playerEyePos.y - target.getPosY(), 0.0F, targetHeight),
0
);


Vector3d direction = targetPoint.subtract(playerEyePos).normalize();
float targetYaw = (float) Math.toDegrees(Math.atan2(-direction.x, direction.z));
float targetPitch = (float) MathHelper.clamp(
-Math.toDegrees(Math.atan2(direction.y, Math.hypot(direction.x, direction.z))),
-90.0F, 90.0F
);


float currentYaw = lastYaw;
float currentPitch = lastPitch;


float yawDiff = wrapDegrees(targetYaw - currentYaw);
float pitchDiff = targetPitch - currentPitch;


float neuroRand1 = ThreadLocalRandom.current().nextFloat();
float neuroRand2 = ThreadLocalRandom.current().nextFloat();
float neuroRand3 = ThreadLocalRandom.current().nextFloat();
float neuroRand4 = ThreadLocalRandom.current().nextFloat();


float distanceFactor2;
if (distanceToTarget < 2.0f) {

distanceFactor2 = 0.9f + neuroRand1 * 0.5f;
} else if (distanceToTarget < 4.0f) {

distanceFactor2 = 1.4f + neuroRand2 * 0.7f;
} else {

distanceFactor2 = 1.1f + neuroRand3 * 0.6f;
}


float baseSpeed = MathHelper.clamp(distanceToTarget * 0.3f, 1.0f, 3.5f) * distanceFactor2;

float smoothFactorBase;

if (distanceToTarget < 3.0f && Math.abs(yawDiff) < 10.0f) {

smoothFactorBase = 0.1f + neuroRand2 * 0.014f;
} else if (distanceToTarget > 5.0f || Math.abs(yawDiff) > 30.0f) {

smoothFactorBase = 0.22f + neuroRand3 * 0.15f;
} else {

smoothFactorBase = 0.15f + neuroRand1 * 0.15f;
}


float smoothYaw = yawDiff * smoothFactorBase * (baseSpeed * 0.7f);
float smoothPitch = pitchDiff * smoothFactorBase * (baseSpeed * 0.6f);


if (neuroRand4 < 0.02f) {
smoothYaw += (ThreadLocalRandom.current().nextFloat() - 0.5f) * 1.2f;
smoothPitch += (ThreadLocalRandom.current().nextFloat() - 0.5f) * 0.8f;
}


float breathX = (float) Math.sin(System.currentTimeMillis() / 300.0) * 0.03f;
float breathY = (float) Math.cos(System.currentTimeMillis() / 500.0) * 0.02f;

smoothYaw += breathX;
smoothPitch += breathY;


if (ThreadLocalRandom.current().nextFloat() < 0.05f && Math.abs(yawDiff) > 5.0f) {
float overshootFactor = 1.1f + ThreadLocalRandom.current().nextFloat() * 0.3f;
smoothYaw *= overshootFactor;
}


float newYaw = currentYaw + smoothYaw;
float newPitch = currentPitch + smoothPitch;

newPitch = MathHelper.clamp(newPitch, -30F, 60F);


float gcd = SensitivityUtil.getSensValue();
float finalYaw = newYaw - (newYaw - currentYaw) % gcd;
float finalPitch = newPitch - (newPitch - currentPitch) % gcd;


if (Math.abs(finalYaw - currentYaw) < 0.01f && Math.abs(finalPitch - currentPitch) < 0.01f) {
finalYaw = currentYaw;
finalPitch = currentPitch;
}

lastYaw = finalYaw;
lastPitch = finalPitch;
rotateVector = new Vector2f(finalYaw, finalPitch);
RotationService.update(new Rotation(finalYaw, finalPitch), 300, 360, 4, 5);
}
дс свой дай или напиши мне куда то
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
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