Подписывайтесь на наш Telegram и не пропускайте важные новости! Перейти

Вопрос Killaura rotation

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);
}
 
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
 
MLSAC - это как слотх но чутка легче обойти

MLSAC
MLSAC это очень страшная вещь

Там работает почти всё что у меня есть из софта

Разработчик MLS вообще занимается тем что выкорчёвывает куски кода из частично моей кодовой базы, даже не понимая смысл этого кода, тем самым создавая Disabler под свой античит.
 
под какие античиты/сервера вам необходима ротация.

если сервер имеет кастомный античит, возможно потребуется долгое время
мультисерв сделай чтобы было как будто реал человек наводиться(ну если ты мазохист) а так можно поискать сервак с ач на машином обученни и на него сделать
 
под какие античиты/сервера вам необходима ротация.

если сервер имеет кастомный античит, возможно потребуется долгое время
сервера джерно funnygame musteryworld типа фигня разная из тлаунчера
 
Назад
Сверху Снизу