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Обход античита AimBot to FunTime/Vulcan/Other AC 1.21.4 FABRIC

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11 Апр 2024
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  1. Fabric
Java:
Expand Collapse Copy
@ModuleInfo(
name = "AimBot",
category = Category.COMBAT,
desc = "Наведение прицела."
)
public class AimBot extends Module {

public BooleanSetting player =  new BooleanSetting("Игроки", true);

public BooleanSetting golyPlayer =  new BooleanSetting("Голые", true);

public BooleanSetting mobs =  new BooleanSetting("Мобы", false);

public BooleanSetting friend =  new BooleanSetting("Друзья", false);

public MultiBooleanSetting targets = new MultiBooleanSetting(this,"Цели",player,golyPlayer,mobs,friend);

public SliderSetting speed = new SliderSetting(this,"Скорость",0.08F,0.02F,1.2F,0.01F);


public static LivingEntity target;

@EventHandler
    public void onEvent(EventUpdate eventUpdate) {
if ((target == null || !isValidTarget(target))) {
            updateTarget();
        }

if (target == null || mc.player == null || mc.world == null) {
target = null;
 return;
        }

    }

private Vec2f rot = Vec2f.ZERO;

   @EventHandler
    public void onEvent(Render2DEvent event) {
if (target != null && mc.player != null && mc.world != null) {
Vec3d vec = target.getPos().add(0, MathHelper.clamp(mc.player.getEyePos().y - target.getY(), 0, 1), 0).subtract(mc.player.getEyePos()).normalize();

float targetYaw = (float) Math.toDegrees(Math.atan2(-vec.x, vec.z));
float currentYaw = mc.player.getYaw();
float yawDelta = MathHelper.wrapDegrees(targetYaw - currentYaw);
float speed = this.speed.getValue();
 float smoothYaw = currentYaw + yawDelta * speed;

mc.player.setYaw(GCDUtil.applyGCD(smoothYaw , currentYaw));
        }
    }

private void updateTarget() {
LivingEntity bestTarget = null;
double bestAngle = Double.MAX_VALUE;
Vec3d eyePos = mc.player.getEyePos();
Vec3d lookVec = mc.player.getRotationVec(1.0F).normalize();
for (Entity entity : mc.world.getEntities()) {
if (!(entity instanceof LivingEntity living)) continue;
if (!isValidTarget(living)) continue;
Vec3d targetPos = living.getPos().add(0, living.getHeight() * 0.5, 0);
            Vec3d toTarget = targetPos.subtract(eyePos).normalize();
double angle = Math.acos(MathHelper.clamp(lookVec.dotProduct(toTarget), -1.0, 1.0));
 if (angle < bestAngle) {
                bestAngle = angle;
                bestTarget = living;
            }
        }
 target = bestTarget;
    }
private boolean isValidTarget(LivingEntity entity) {
if (entity instanceof ClientPlayerEntity) return false;

if (mc.player.distanceTo(entity) > 4) return false;


if (!mc.player.canSee(entity)) return false;

if (entity instanceof PlayerEntity p) {
if (ClientInit.inst().friendManager().isFriend(p.getName().getString()) && !friend.getValue()) return false;
        }
if (entity instanceof PlayerEntity && !player.getValue()) return false;

if (entity instanceof PlayerEntity && entity.getArmorVisibility() <= 0 && !golyPlayer.getValue()) return false;

if (entity instanceof PlayerEntity && ((PlayerEntity) entity).isCreative()) return false;

if ((entity instanceof Monster || entity instanceof SlimeEntity || entity instanceof VillagerEntity || entity instanceof AnimalEntity)
&& !mobs.getValue()) return false;


return !entity.isInvulnerable() && entity.isAlive() && !(entity instanceof ArmorStandEntity);
    }

}


деф утилка

public static float applyGCD(float targetRotation, float currentRotation) {

float sensitivity = mc.options.getMouseSensitivity().getValue().floatValue();

float f = sensitivity * 0.6F + 0.2F;
float f1 = f * f * f * 8.0F;


float delta = targetRotation - currentRotation;

float adjustedDelta = Math.round(delta / (f1 * 0.15F)) * (f1 * 0.15F);


return currentRotation + adjustedDelta;
}
 
Последнее редактирование:
Java:
Expand Collapse Copy
@ModuleInfo(
name = "AimBot",
category = Category.COMBAT,
desc = "Наведение прицела."
)
public class AimBot extends Module {

public BooleanSetting player =  new BooleanSetting("Игроки", true);

public BooleanSetting golyPlayer =  new BooleanSetting("Голые", true);

public BooleanSetting mobs =  new BooleanSetting("Мобы", false);

public BooleanSetting friend =  new BooleanSetting("Друзья", false);

public MultiBooleanSetting targets = new MultiBooleanSetting(this,"Цели",player,golyPlayer,mobs,friend);

public SliderSetting speed = new SliderSetting(this,"Скорость",0.08F,0.02F,1.2F,0.01F);


public static LivingEntity target;

@EventHandler
    public void onEvent(EventUpdate eventUpdate) {
if ((target == null || !isValidTarget(target))) {
            updateTarget();
        }

if (target == null || mc.player == null || mc.world == null) {
target = null;
 return;
        }

    }

private Vec2f rot = Vec2f.ZERO;

   @EventHandler
    public void onEvent(Render2DEvent event) {
if (target != null && mc.player != null && mc.world != null) {
Vec3d vec = target.getPos().add(0, MathHelper.clamp(mc.player.getEyePos().y - target.getY(), 0, 1), 0).subtract(mc.player.getEyePos()).normalize();

float targetYaw = (float) Math.toDegrees(Math.atan2(-vec.x, vec.z));
float currentYaw = mc.player.getYaw();
float yawDelta = MathHelper.wrapDegrees(targetYaw - currentYaw);
float speed = this.speed.getValue();
 float smoothYaw = currentYaw + yawDelta * speed;

mc.player.setYaw(GCDUtil.applyGCD(smoothYaw , currentYaw));
        }
    }

private void updateTarget() {
LivingEntity bestTarget = null;
double bestAngle = Double.MAX_VALUE;
Vec3d eyePos = mc.player.getEyePos();
Vec3d lookVec = mc.player.getRotationVec(1.0F).normalize();
for (Entity entity : mc.world.getEntities()) {
if (!(entity instanceof LivingEntity living)) continue;
if (!isValidTarget(living)) continue;
Vec3d targetPos = living.getPos().add(0, living.getHeight() * 0.5, 0);
            Vec3d toTarget = targetPos.subtract(eyePos).normalize();
double angle = Math.acos(MathHelper.clamp(lookVec.dotProduct(toTarget), -1.0, 1.0));
 if (angle < bestAngle) {
                bestAngle = angle;
                bestTarget = living;
            }
        }
 target = bestTarget;
    }
private boolean isValidTarget(LivingEntity entity) {
if (entity instanceof ClientPlayerEntity) return false;

if (mc.player.distanceTo(entity) > 4) return false;


if (!mc.player.canSee(entity)) return false;

if (entity instanceof PlayerEntity p) {
if (ClientInit.inst().friendManager().isFriend(p.getName().getString()) && !friend.getValue()) return false;
        }
if (entity instanceof PlayerEntity && !player.getValue()) return false;

if (entity instanceof PlayerEntity && entity.getArmorVisibility() <= 0 && !golyPlayer.getValue()) return false;

if (entity instanceof PlayerEntity && ((PlayerEntity) entity).isCreative()) return false;

if ((entity instanceof Monster || entity instanceof SlimeEntity || entity instanceof VillagerEntity || entity instanceof AnimalEntity)
&& !mobs.getValue()) return false;


return !entity.isInvulnerable() && entity.isAlive() && !(entity instanceof ArmorStandEntity);
    }

}
хакерские разработки
 

Render2DEvent - говно. Используйте EventTick


float speed = this.speed.getValue(); // 0.08
float smoothYaw = currentYaw + yawDelta * speed;
Скорость должна быть от расстояния динамическая.
Отсутствует overshoot

RayCast через canSee() залупа

Дистанция 4 блока залупа.

 
Java:
Expand Collapse Copy
@ModuleInfo(
name = "AimBot",
category = Category.COMBAT,
desc = "Наведение прицела."
)
public class AimBot extends Module {

public BooleanSetting player =  new BooleanSetting("Игроки", true);

public BooleanSetting golyPlayer =  new BooleanSetting("Голые", true);

public BooleanSetting mobs =  new BooleanSetting("Мобы", false);

public BooleanSetting friend =  new BooleanSetting("Друзья", false);

public MultiBooleanSetting targets = new MultiBooleanSetting(this,"Цели",player,golyPlayer,mobs,friend);

public SliderSetting speed = new SliderSetting(this,"Скорость",0.08F,0.02F,1.2F,0.01F);


public static LivingEntity target;

@EventHandler
    public void onEvent(EventUpdate eventUpdate) {
if ((target == null || !isValidTarget(target))) {
            updateTarget();
        }

if (target == null || mc.player == null || mc.world == null) {
target = null;
 return;
        }

    }

private Vec2f rot = Vec2f.ZERO;

   @EventHandler
    public void onEvent(Render2DEvent event) {
if (target != null && mc.player != null && mc.world != null) {
Vec3d vec = target.getPos().add(0, MathHelper.clamp(mc.player.getEyePos().y - target.getY(), 0, 1), 0).subtract(mc.player.getEyePos()).normalize();

float targetYaw = (float) Math.toDegrees(Math.atan2(-vec.x, vec.z));
float currentYaw = mc.player.getYaw();
float yawDelta = MathHelper.wrapDegrees(targetYaw - currentYaw);
float speed = this.speed.getValue();
 float smoothYaw = currentYaw + yawDelta * speed;

mc.player.setYaw(GCDUtil.applyGCD(smoothYaw , currentYaw));
        }
    }

private void updateTarget() {
LivingEntity bestTarget = null;
double bestAngle = Double.MAX_VALUE;
Vec3d eyePos = mc.player.getEyePos();
Vec3d lookVec = mc.player.getRotationVec(1.0F).normalize();
for (Entity entity : mc.world.getEntities()) {
if (!(entity instanceof LivingEntity living)) continue;
if (!isValidTarget(living)) continue;
Vec3d targetPos = living.getPos().add(0, living.getHeight() * 0.5, 0);
            Vec3d toTarget = targetPos.subtract(eyePos).normalize();
double angle = Math.acos(MathHelper.clamp(lookVec.dotProduct(toTarget), -1.0, 1.0));
 if (angle < bestAngle) {
                bestAngle = angle;
                bestTarget = living;
            }
        }
 target = bestTarget;
    }
private boolean isValidTarget(LivingEntity entity) {
if (entity instanceof ClientPlayerEntity) return false;

if (mc.player.distanceTo(entity) > 4) return false;


if (!mc.player.canSee(entity)) return false;

if (entity instanceof PlayerEntity p) {
if (ClientInit.inst().friendManager().isFriend(p.getName().getString()) && !friend.getValue()) return false;
        }
if (entity instanceof PlayerEntity && !player.getValue()) return false;

if (entity instanceof PlayerEntity && entity.getArmorVisibility() <= 0 && !golyPlayer.getValue()) return false;

if (entity instanceof PlayerEntity && ((PlayerEntity) entity).isCreative()) return false;

if ((entity instanceof Monster || entity instanceof SlimeEntity || entity instanceof VillagerEntity || entity instanceof AnimalEntity)
&& !mobs.getValue()) return false;


return !entity.isInvulnerable() && entity.isAlive() && !(entity instanceof ArmorStandEntity);
    }

}
/del, говно код
 

Render2DEvent - говно. Используйте EventTick



Скорость должна быть от расстояния динамическая.
Отсутствует overshoot

RayCast через canSee() залупа

Дистанция 4 блока залупа.

Тиковый аимбот😂
 

Пожалуйста, зарегистрируйтесь или авторизуйтесь, чтобы увидеть содержимое.


Render2DEvent - говно. Используйте EventTick



Скорость должна быть от расстояния динамическая.
Отсутствует overshoot

RayCast через canSee() залупа

Дистанция 4 блока залупа.

я сделал его как попала на скорую руку без рандомов и тд но при этом на фт он не детектица ище я больше по рейдж ротации чем легит
 
public static float applyGCD(float targetRotation, float currentRotation) {

float sensitivity = mc.options.getMouseSensitivity().getValue().floatValue();

float f = sensitivity * 0.6F + 0.2F;
float f1 = f * f * f * 8.0F;


float delta = targetRotation - currentRotation;

float adjustedDelta = Math.round(delta / (f1 * 0.15F)) * (f1 * 0.15F);


return currentRotation + adjustedDelta;
}
 
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