Здравствуйте я начинающий в сфере читов
Делаю свой чит на mcp 1.16.5
Кто может объяснить как сделать ротацию под сервер ReallyWorld(noad)
Или же дать код
Буду очень благодарен
дарова,вот на обходит
case "Matrix" -> {
if (target == null) break;
long time = System.currentTimeMillis();
float bodyHeight;
int hitSpot = (int)(Math.random() * 100);
if (hitSpot < 45) bodyHeight = 0.75f;
else if (hitSpot < 70) bodyHeight = 0.78f;
else if (hitSpot < 85) bodyHeight = 0.72f;
else if (hitSpot < 95) bodyHeight = 0.68f;
else bodyHeight = 0.82f;
float horOffset = (float)((Math.random() - 0.5) * 0.08);
float verOffset = (float)((Math.random() - 0.5) * 0.06);
Vector3d vecMatrix = target.getPositionVec()
.add(horOffset, target.getHeight() * bodyHeight + verOffset, 0)
.subtract(mc.player.getEyePosition(1.0F));
float targetYawMatrix = (float) MathHelper.wrapDegrees(
Math.toDegrees(Math.atan2(vecMatrix.z, vecMatrix.x)) - 90.0F
);
float targetPitchMatrix = (float) (-Math.toDegrees(
Math.atan2(vecMatrix.y, Math.hypot(vecMatrix.x, vecMatrix.z))
));
targetPitchMatrix = MathHelper.clamp(targetPitchMatrix, -89.0F, 89.0F);
float yawDeltaMatrix = MathHelper.wrapDegrees(targetYawMatrix - rotateVector.x);
float pitchDeltaMatrix = MathHelper.wrapDegrees(targetPitchMatrix - rotateVector.y);
boolean attackMatrix = this.shouldPlayerFalling() && this.stopWatch.hasTimeElapsed();
float yawSpeedMatrix;
float pitchSpeedMatrix;
if (attackMatrix) {
yawSpeedMatrix = Math.min(22.0F, Math.abs(yawDeltaMatrix) * 0.9F + 4.0F);
pitchSpeedMatrix = Math.min(16.0F, Math.abs(pitchDeltaMatrix) * 0.8F + 3.0F);
} else {
yawSpeedMatrix = Math.min(9.0F, Math.abs(yawDeltaMatrix) * 0.5F + 2.0F);
pitchSpeedMatrix = Math.min(7.0F, Math.abs(pitchDeltaMatrix) * 0.4F + 1.5F);
}
float distMatrix = mc.player.getDistance(target);
if (distMatrix < 2.0f) {
yawSpeedMatrix *= 0.7f;
pitchSpeedMatrix *= 0.7f;
}
float newYaw = rotateVector.x + MathHelper.clamp(yawDeltaMatrix, -yawSpeedMatrix, yawSpeedMatrix);
float newPitch = rotateVector.y + MathHelper.clamp(pitchDeltaMatrix, -pitchSpeedMatrix, pitchSpeedMatrix);
newPitch = MathHelper.clamp(newPitch, -89.0F, 89.0F);
if (!attackMatrix && Math.random() < 0.25) {
newYaw += (float)((Math.random() - 0.5) * 0.1);
newPitch += (float)((Math.random() - 0.5) * 0.08);
}
float gcdMatrix = SensUtils.getGCDValue();
newYaw -= (newYaw - rotateVector.x) % gcdMatrix;
newPitch -= (newPitch - rotateVector.y) % gcdMatrix;
rotateVector = new Vector2f(newYaw, newPitch);
this.lastYaw = rotateVector.x;
this.lastPitch = rotateVector.y;
if ((Boolean) options.getValueByName("Коррекция движения").get()) {
mc.player.rotationYawOffset = rotateVector.x;
}
} но на рилике чето возле грима,можешь эту юзать
case "Grim/Matrix" -> {
if (target == null) break;
long time = System.currentTimeMillis();
float bodyHeight;
int hitSpot = (int)(Math.random() * 100);
if (hitSpot < 40) bodyHeight = 0.72f;
else if (hitSpot < 70) bodyHeight = 0.78f;
else if (hitSpot < 90) bodyHeight = 0.82f;
else bodyHeight = 0.68f;
float horOffset = (float)((Math.random() - 0.5) * 0.06);
float verOffset = (float)((Math.random() - 0.5) * 0.04);
Vector3d vecTarget = target.getPositionVec()
.add(horOffset, target.getHeight() * bodyHeight + verOffset, 0)
.subtract(mc.player.getEyePosition(1.0F));
float targetYawGM = (float) MathHelper.wrapDegrees(
Math.toDegrees(Math.atan2(vecTarget.z, vecTarget.x)) - 90.0F
);
float targetPitchGM = (float) (-Math.toDegrees(
Math.atan2(vecTarget.y, Math.hypot(vecTarget.x, vecTarget.z))
));
targetPitchGM = MathHelper.clamp(targetPitchGM, -89.0F, 89.0F);
float yawDeltaGM = MathHelper.wrapDegrees(targetYawGM - rotateVector.x);
float pitchDeltaGM = targetPitchGM - rotateVector.y;
boolean attackGM = this.shouldPlayerFalling() && this.stopWatch.hasTimeElapsed();
float distanceGM = mc.player.getDistance(target);
float yawSpeedGM, pitchSpeedGM;
if (attackGM) {
yawSpeedGM = Math.min(18.0F, Math.abs(yawDeltaGM) * 0.75F + 5.0F);
pitchSpeedGM = Math.min(14.0F, Math.abs(pitchDeltaGM) * 0.7F + 4.0F);
} else {
yawSpeedGM = Math.min(8.0F, Math.abs(yawDeltaGM) * 0.45F + 2.5F);
pitchSpeedGM = Math.min(6.0F, Math.abs(pitchDeltaGM) * 0.4F + 1.8F);
}
if (distanceGM < 2.0F) {
yawSpeedGM *= 0.65F;
pitchSpeedGM *= 0.65F;
} else if (distanceGM > 4.5F) {
yawSpeedGM *= 0.85F;
pitchSpeedGM *= 0.85F;
}
float newYawGM = rotateVector.x + MathHelper.clamp(yawDeltaGM, -yawSpeedGM, yawSpeedGM);
float newPitchGM = rotateVector.y + MathHelper.clamp(pitchDeltaGM, -pitchSpeedGM, pitchSpeedGM);
newPitchGM = MathHelper.clamp(newPitchGM, -89.0F, 89.0F);
if (mc.player.ticksExisted % 23 == 0) {
newYawGM += (float)((Math.random() - 0.5) * 0.12);
newPitchGM += (float)((Math.random() - 0.5) * 0.08);
}
if (Math.random() < 0.08) {
newYawGM += (float)((Math.random() - 0.5) * 0.06);
newPitchGM += (float)((Math.random() - 0.5) * 0.04);
}
float gcdGM = SensUtils.getGCDValue();
newYawGM -= (newYawGM - rotateVector.x) % gcdGM;
newPitchGM -= (newPitchGM - rotateVector.y) % gcdGM;
newPitchGM = MathHelper.clamp(newPitchGM, -89.0F, 89.0F);
rotateVector = new Vector2f(newYawGM, newPitchGM);
this.lastYaw = rotateVector.x;
this.lastPitch = rotateVector.y;
if ((Boolean) options.getValueByName("Коррекция движения").get()) {
mc.player.rotationYawOffset = rotateVector.x;
}
}