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Обход античита Xentrix | 1.21.11 | SpookyTimeDuelsRotation

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  1. Fabric
пробую короче чето писать, а не вайбкодить, и это оказывается не так сложна и интересна
самая моя первая ротка

Java:
Expand Collapse Copy
package xentrix.system.modulesystem.impl.rage.killaura.rotation.angle.packet;

import net.minecraft.entity.Entity;
import net.minecraft.util.math.Vec3d;
import xentrix.Initialization;
import xentrix.system.modulesystem.impl.rage.KillAura;
import xentrix.system.modulesystem.impl.rage.killaura.rotation.angle.basic.AngleSmoothMode;
import xentrix.util.math.MathUtils;
import xentrix.util.rotation.angle.Angle;
import xentrix.util.rotation.mod.AngleUtil;

public class TestSmooth extends AngleSmoothMode {

    public TestSmooth() {
        super("Test");
    }

    @Override
    public Angle limitAngleChange(Angle currentAngle, Angle targetAngle, Vec3d vec3d, Entity entity) {
        boolean hasEntity = entity != null;

        Angle angleDelta = AngleUtil.calculateDelta(currentAngle, targetAngle);
        float yawDelta = angleDelta.getYaw();
        float pitchDelta = angleDelta.getPitch();
        boolean canAttack = hasEntity && Initialization.getInstance().getManager().getAttackPerpetrator().getAttackHandler().canAttack(KillAura.getInstance().getConfig(), 0);
        float rotationDifference = (float) Math.max(Math.hypot(Math.abs(yawDelta), Math.abs(pitchDelta)), 0.0001f);


       //шатлгбт сдилай топ бупас пж
        float baseSpeedYaw = MathUtils.randomLerp(45f, 67f);
        float baseSpeedPitch = MathUtils.randomLerp(10f, 25f);
        float wave1 = (float) (Math.sin(System.currentTimeMillis() / 60D) * 5.0);
        float wave2 = (float) (Math.cos(System.currentTimeMillis() / 50D) * 4.0);
        float wave3 = (float) (Math.sin(System.currentTimeMillis() / 70D) * 3.0);
        if (rotationDifference < 10) {
            baseSpeedYaw *= (rotationDifference / 10f);
            baseSpeedPitch *= (rotationDifference / 10f);
        }
        float straightLineYaw = Math.abs(yawDelta / rotationDifference) * baseSpeedYaw;
        float straightLinePitch = Math.abs(pitchDelta / rotationDifference) * baseSpeedPitch;
        //че
        float yawNoise = 0;
        float pitchNoise = 0;

        if (hasEntity) {
            float waveMultiplier = canAttack ? 0.15f : 1.0f;
            float jitterYaw = canAttack ? MathUtils.randomLerp(-0.5f, 0.5f) : MathUtils.randomLerp(-1.5f, 1.5f);
            float jitterPitch = canAttack ? MathUtils.randomLerp(-0.5f, 0.5f) : MathUtils.randomLerp(-1.5f, 1.5f);
            yawNoise = ((wave1 + wave3) * waveMultiplier) + jitterYaw;
            pitchNoise = (wave2 * waveMultiplier) + jitterPitch;
            if (!Initialization.getInstance().getManager().getAttackPerpetrator().getAttackHandler().getAttackTimer().finished(250)) {
                pitchNoise += -1.5f;
            }
        }
        //лгбт нококал интерпаляцией
        float desiredYaw = currentAngle.getYaw() + Math.min(Math.max(yawDelta, -straightLineYaw), straightLineYaw) + yawNoise;
        float desiredPitch = currentAngle.getPitch() + Math.min(Math.max(pitchDelta, -straightLinePitch), straightLinePitch) + pitchNoise;
        float finalYaw = MathUtils.interpolate(currentAngle.getYaw(), desiredYaw, 0.6f);
        float finalPitch = MathUtils.interpolate(currentAngle.getPitch(), desiredPitch, 0.6f);

        return new Angle(finalYaw, finalPitch);
    }

    @Override
    public Vec3d randomValue() {
        return Vec3d.ZERO;
    }
}

SS -
Пожалуйста, авторизуйтесь для просмотра ссылки.
 
пробую короче чето писать, а не вайбкодить, и это оказывается не так сложна и интересна
самая моя первая ротка

Java:
Expand Collapse Copy
package xentrix.system.modulesystem.impl.rage.killaura.rotation.angle.packet;

import net.minecraft.entity.Entity;
import net.minecraft.util.math.Vec3d;
import xentrix.Initialization;
import xentrix.system.modulesystem.impl.rage.KillAura;
import xentrix.system.modulesystem.impl.rage.killaura.rotation.angle.basic.AngleSmoothMode;
import xentrix.util.math.MathUtils;
import xentrix.util.rotation.angle.Angle;
import xentrix.util.rotation.mod.AngleUtil;

public class TestSmooth extends AngleSmoothMode {

    public TestSmooth() {
        super("Test");
    }

    @Override
    public Angle limitAngleChange(Angle currentAngle, Angle targetAngle, Vec3d vec3d, Entity entity) {
        boolean hasEntity = entity != null;

        Angle angleDelta = AngleUtil.calculateDelta(currentAngle, targetAngle);
        float yawDelta = angleDelta.getYaw();
        float pitchDelta = angleDelta.getPitch();
        boolean canAttack = hasEntity && Initialization.getInstance().getManager().getAttackPerpetrator().getAttackHandler().canAttack(KillAura.getInstance().getConfig(), 0);
        float rotationDifference = (float) Math.max(Math.hypot(Math.abs(yawDelta), Math.abs(pitchDelta)), 0.0001f);


       //шатлгбт сдилай топ бупас пж
        float baseSpeedYaw = MathUtils.randomLerp(45f, 67f);
        float baseSpeedPitch = MathUtils.randomLerp(10f, 25f);
        float wave1 = (float) (Math.sin(System.currentTimeMillis() / 60D) * 5.0);
        float wave2 = (float) (Math.cos(System.currentTimeMillis() / 50D) * 4.0);
        float wave3 = (float) (Math.sin(System.currentTimeMillis() / 70D) * 3.0);
        if (rotationDifference < 10) {
            baseSpeedYaw *= (rotationDifference / 10f);
            baseSpeedPitch *= (rotationDifference / 10f);
        }
        float straightLineYaw = Math.abs(yawDelta / rotationDifference) * baseSpeedYaw;
        float straightLinePitch = Math.abs(pitchDelta / rotationDifference) * baseSpeedPitch;
        //че
        float yawNoise = 0;
        float pitchNoise = 0;

        if (hasEntity) {
            float waveMultiplier = canAttack ? 0.15f : 1.0f;
            float jitterYaw = canAttack ? MathUtils.randomLerp(-0.5f, 0.5f) : MathUtils.randomLerp(-1.5f, 1.5f);
            float jitterPitch = canAttack ? MathUtils.randomLerp(-0.5f, 0.5f) : MathUtils.randomLerp(-1.5f, 1.5f);
            yawNoise = ((wave1 + wave3) * waveMultiplier) + jitterYaw;
            pitchNoise = (wave2 * waveMultiplier) + jitterPitch;
            if (!Initialization.getInstance().getManager().getAttackPerpetrator().getAttackHandler().getAttackTimer().finished(250)) {
                pitchNoise += -1.5f;
            }
        }
        //лгбт нококал интерпаляцией
        float desiredYaw = currentAngle.getYaw() + Math.min(Math.max(yawDelta, -straightLineYaw), straightLineYaw) + yawNoise;
        float desiredPitch = currentAngle.getPitch() + Math.min(Math.max(pitchDelta, -straightLinePitch), straightLinePitch) + pitchNoise;
        float finalYaw = MathUtils.interpolate(currentAngle.getYaw(), desiredYaw, 0.6f);
        float finalPitch = MathUtils.interpolate(currentAngle.getPitch(), desiredPitch, 0.6f);

        return new Angle(finalYaw, finalPitch);
    }

    @Override
    public Vec3d randomValue() {
        return Vec3d.ZERO;
    }
}

SS -
Пожалуйста, авторизуйтесь для просмотра ссылки.
вроде топчек, пастерам пойдет думаю💖
 
пробую короче чето писать, а не вайбкодить, и это оказывается не так сложна и интересна
самая моя первая ротка

Java:
Expand Collapse Copy
package xentrix.system.modulesystem.impl.rage.killaura.rotation.angle.packet;

import net.minecraft.entity.Entity;
import net.minecraft.util.math.Vec3d;
import xentrix.Initialization;
import xentrix.system.modulesystem.impl.rage.KillAura;
import xentrix.system.modulesystem.impl.rage.killaura.rotation.angle.basic.AngleSmoothMode;
import xentrix.util.math.MathUtils;
import xentrix.util.rotation.angle.Angle;
import xentrix.util.rotation.mod.AngleUtil;

public class TestSmooth extends AngleSmoothMode {

    public TestSmooth() {
        super("Test");
    }

    @Override
    public Angle limitAngleChange(Angle currentAngle, Angle targetAngle, Vec3d vec3d, Entity entity) {
        boolean hasEntity = entity != null;

        Angle angleDelta = AngleUtil.calculateDelta(currentAngle, targetAngle);
        float yawDelta = angleDelta.getYaw();
        float pitchDelta = angleDelta.getPitch();
        boolean canAttack = hasEntity && Initialization.getInstance().getManager().getAttackPerpetrator().getAttackHandler().canAttack(KillAura.getInstance().getConfig(), 0);
        float rotationDifference = (float) Math.max(Math.hypot(Math.abs(yawDelta), Math.abs(pitchDelta)), 0.0001f);


       //шатлгбт сдилай топ бупас пж
        float baseSpeedYaw = MathUtils.randomLerp(45f, 67f);
        float baseSpeedPitch = MathUtils.randomLerp(10f, 25f);
        float wave1 = (float) (Math.sin(System.currentTimeMillis() / 60D) * 5.0);
        float wave2 = (float) (Math.cos(System.currentTimeMillis() / 50D) * 4.0);
        float wave3 = (float) (Math.sin(System.currentTimeMillis() / 70D) * 3.0);
        if (rotationDifference < 10) {
            baseSpeedYaw *= (rotationDifference / 10f);
            baseSpeedPitch *= (rotationDifference / 10f);
        }
        float straightLineYaw = Math.abs(yawDelta / rotationDifference) * baseSpeedYaw;
        float straightLinePitch = Math.abs(pitchDelta / rotationDifference) * baseSpeedPitch;
        //че
        float yawNoise = 0;
        float pitchNoise = 0;

        if (hasEntity) {
            float waveMultiplier = canAttack ? 0.15f : 1.0f;
            float jitterYaw = canAttack ? MathUtils.randomLerp(-0.5f, 0.5f) : MathUtils.randomLerp(-1.5f, 1.5f);
            float jitterPitch = canAttack ? MathUtils.randomLerp(-0.5f, 0.5f) : MathUtils.randomLerp(-1.5f, 1.5f);
            yawNoise = ((wave1 + wave3) * waveMultiplier) + jitterYaw;
            pitchNoise = (wave2 * waveMultiplier) + jitterPitch;
            if (!Initialization.getInstance().getManager().getAttackPerpetrator().getAttackHandler().getAttackTimer().finished(250)) {
                pitchNoise += -1.5f;
            }
        }
        //лгбт нококал интерпаляцией
        float desiredYaw = currentAngle.getYaw() + Math.min(Math.max(yawDelta, -straightLineYaw), straightLineYaw) + yawNoise;
        float desiredPitch = currentAngle.getPitch() + Math.min(Math.max(pitchDelta, -straightLinePitch), straightLinePitch) + pitchNoise;
        float finalYaw = MathUtils.interpolate(currentAngle.getYaw(), desiredYaw, 0.6f);
        float finalPitch = MathUtils.interpolate(currentAngle.getPitch(), desiredPitch, 0.6f);

        return new Angle(finalYaw, finalPitch);
    }

    @Override
    public Vec3d randomValue() {
        return Vec3d.ZERO;
    }
}

SS -
Пожалуйста, авторизуйтесь для просмотра ссылки.
хуйня забанится
 
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