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Обход античита SpookyTime aura Rich 1.21.11

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  1. Fabric
Хай Югейм, иишка помогла и написала ротку на спукич, сыграл дуэлек 10, бана не получил. Бупасит
Пожалуйста, авторизуйтесь для просмотра ссылки.

Ротка -
gptcode:
Expand Collapse Copy
package rich.modules.impl.combat.aura.rotations;

import rich.modules.impl.combat.aura.Angle;
import rich.modules.impl.combat.aura.MathAngle;
import rich.modules.impl.combat.aura.impl.RotateConstructor;
import net.minecraft.entity.Entity;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.Vec3d;

import java.security.SecureRandom;

import static rich.IMinecraft.mc;

public class SPAngle extends RotateConstructor {

    private final SecureRandom random = new SecureRandom();
    private long lastPointChange = 0;
    private Vec3d currentTarget = null;
    private int targetBodyPart = 0;
    private long lastBodyPartChange = 0;

    public SPAngle() {
        super("SPAngle");
    }

    @Override
    public Angle limitAngleChange(Angle currentAngle, Angle targetAngle, Vec3d vec3d, Entity entity) {
        if (entity == null) {
            return currentAngle;
        }
      
        long currentTime = System.currentTimeMillis();
      
        if (currentTarget == null || currentTime - lastPointChange > 50 + random.nextInt(100)) {
            currentTarget = getMultiPoint(entity);
            lastPointChange = currentTime;
        }
      
        targetAngle = MathAngle.calculateAngle(currentTarget);
      
        Angle angleDelta = MathAngle.calculateDelta(currentAngle, targetAngle);
        float yawDelta = angleDelta.getYaw();
        float pitchDelta = angleDelta.getPitch();
      
        if (Math.abs(yawDelta) == 0 && Math.abs(pitchDelta) > 0) {
            yawDelta += random(0.1f, 0.5f) + 0.1f * 1.0313f;
        }
        if (Math.abs(pitchDelta) == 0 && Math.abs(yawDelta) > 0) {
            pitchDelta += random(0.1f, 0.5f) + 0.1f * 1.0313f;
        }
      
        yawDelta = Math.min(Math.abs(yawDelta), 60 + (random.nextFloat() * 1.0329834f)) * Math.signum(yawDelta);
        pitchDelta = Math.min(Math.abs(pitchDelta), random(23.133f, 26.477f)) * Math.signum(pitchDelta);
      
        float distance = mc.player.distanceTo(entity);
        float speed = calculateDynamicSpeed(distance, yawDelta, pitchDelta);
      
        float breathX = (float) Math.sin(currentTime / 300.0) * 0.03f;
        float breathY = (float) Math.cos(currentTime / 500.0) * 0.02f;
      
        float jitterYaw = 0;
        float jitterPitch = 0;
        if (random.nextFloat() < 0.02f) {
            jitterYaw = (random.nextFloat() - 0.5f) * 1.2f;
            jitterPitch = (random.nextFloat() - 0.5f) * 0.8f;
        }
      
        float smoothYaw = yawDelta * speed * 0.7f + breathX + jitterYaw;
        float smoothPitch = pitchDelta * speed * 0.5f + breathY + jitterPitch;
      
        if (random.nextFloat() < 0.05f && Math.abs(yawDelta) > 5.0f) {
            float overshoot = 1.1f + random.nextFloat() * 0.3f;
            smoothYaw *= overshoot;
        }
      
        float newYaw = currentAngle.getYaw() + smoothYaw;
        float newPitch = currentAngle.getPitch() + smoothPitch;
      
        newPitch = MathHelper.clamp(newPitch, -90.0f, 90.0f);
      
        return new Angle(newYaw, newPitch);
    }
  
    private Vec3d getMultiPoint(Entity entity) {
        long currentTime = System.currentTimeMillis();
      
        if (currentTime - lastBodyPartChange > 800 + random.nextInt(400)) {
            targetBodyPart = random.nextInt(3);
            lastBodyPartChange = currentTime;
        }
      
        double width = entity.getWidth();
        double height = entity.getHeight();
      
        float yawRange = random(15f, 36f);
        float pitchRange = random(4f, 24f);
      
        double randomX = entity.getX() + (random.nextGaussian() * 0.4) * width;
        double randomZ = entity.getZ() + (random.nextGaussian() * 0.4) * width;
      
        double randomY;
        switch (targetBodyPart) {
            case 0:
                randomY = entity.getY() + height * (double) random(0.6f, 0.8f);
                break;
            case 1:
                randomY = entity.getY() + height * (double) random(0.85f, 0.95f);
                break;
            default:
                randomY = entity.getY() + height * (double) random(0.4f, 0.6f);
                break;
        }
      
        randomX += Math.sin(System.currentTimeMillis() / 200.0) * width * 0.1;
        randomZ += Math.cos(System.currentTimeMillis() / 200.0) * width * 0.1;
      
        return new Vec3d(randomX, randomY, randomZ);
    }
  
    private float calculateDynamicSpeed(float distance, float yawDelta, float pitchDelta) {
        float neuroRand = random.nextFloat();
      
        float distanceFactor;
        if (distance < 2.0f) {
            distanceFactor = 1.4f + neuroRand * 0.6f;
        } else if (distance < 4.0f) {
            distanceFactor = 1.2f + neuroRand * 0.6f;
        } else {
            distanceFactor = 0.9f + neuroRand * 0.5f;
        }
      
        float smoothFactorBase;
        if (distance < 3.0f && Math.abs(yawDelta) < 10.0f) {
            smoothFactorBase = 0.25f + random.nextFloat() * 0.15f;
        } else if (distance > 5.0f || Math.abs(yawDelta) > 30.0f) {
            smoothFactorBase = 0.35f + random.nextFloat() * 0.2f;
        } else {
            smoothFactorBase = 0.28f + random.nextFloat() * 0.15f;
        }
      
        return smoothFactorBase * distanceFactor;
    }
  
    private float random(float min, float max) {
        return min + random.nextFloat() * (max - min);
    }

    @Override
    public Vec3d randomValue() {
        return Vec3d.ZERO;
    }
}
 
Последнее редактирование:
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Хай Югейм, иишка помогла и написала ротку на спукич, сыграл дуэлек 10, бана не получил. Бупасит
Пожалуйста, авторизуйтесь для просмотра ссылки.

Ротка -
gptcode:
Expand Collapse Copy
package rich.modules.impl.combat.aura.rotations;

import rich.modules.impl.combat.aura.Angle;
import rich.modules.impl.combat.aura.MathAngle;
import rich.modules.impl.combat.aura.impl.RotateConstructor;
import net.minecraft.entity.Entity;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.Vec3d;

import java.security.SecureRandom;

import static rich.IMinecraft.mc;

public class SPAngle extends RotateConstructor {

    private final SecureRandom random = new SecureRandom();
    private long lastPointChange = 0;
    private Vec3d currentTarget = null;
    private int targetBodyPart = 0;
    private long lastBodyPartChange = 0;

    public SPAngle() {
        super("SPAngle");
    }

    @Override
    public Angle limitAngleChange(Angle currentAngle, Angle targetAngle, Vec3d vec3d, Entity entity) {
        if (entity == null) {
            return currentAngle;
        }
       
        long currentTime = System.currentTimeMillis();
       
        if (currentTarget == null || currentTime - lastPointChange > 50 + random.nextInt(100)) {
            currentTarget = getMultiPoint(entity);
            lastPointChange = currentTime;
        }
       
        targetAngle = MathAngle.calculateAngle(currentTarget);
       
        Angle angleDelta = MathAngle.calculateDelta(currentAngle, targetAngle);
        float yawDelta = angleDelta.getYaw();
        float pitchDelta = angleDelta.getPitch();
       
        if (Math.abs(yawDelta) == 0 && Math.abs(pitchDelta) > 0) {
            yawDelta += random(0.1f, 0.5f) + 0.1f * 1.0313f;
        }
        if (Math.abs(pitchDelta) == 0 && Math.abs(yawDelta) > 0) {
            pitchDelta += random(0.1f, 0.5f) + 0.1f * 1.0313f;
        }
       
        yawDelta = Math.min(Math.abs(yawDelta), 60 + (random.nextFloat() * 1.0329834f)) * Math.signum(yawDelta);
        pitchDelta = Math.min(Math.abs(pitchDelta), random(23.133f, 26.477f)) * Math.signum(pitchDelta);
       
        float distance = mc.player.distanceTo(entity);
        float speed = calculateDynamicSpeed(distance, yawDelta, pitchDelta);
       
        float breathX = (float) Math.sin(currentTime / 300.0) * 0.03f;
        float breathY = (float) Math.cos(currentTime / 500.0) * 0.02f;
       
        float jitterYaw = 0;
        float jitterPitch = 0;
        if (random.nextFloat() < 0.02f) {
            jitterYaw = (random.nextFloat() - 0.5f) * 1.2f;
            jitterPitch = (random.nextFloat() - 0.5f) * 0.8f;
        }
       
        float smoothYaw = yawDelta * speed * 0.7f + breathX + jitterYaw;
        float smoothPitch = pitchDelta * speed * 0.5f + breathY + jitterPitch;
       
        if (random.nextFloat() < 0.05f && Math.abs(yawDelta) > 5.0f) {
            float overshoot = 1.1f + random.nextFloat() * 0.3f;
            smoothYaw *= overshoot;
        }
       
        float newYaw = currentAngle.getYaw() + smoothYaw;
        float newPitch = currentAngle.getPitch() + smoothPitch;
       
        newPitch = MathHelper.clamp(newPitch, -90.0f, 90.0f);
       
        return new Angle(newYaw, newPitch);
    }
   
    private Vec3d getMultiPoint(Entity entity) {
        long currentTime = System.currentTimeMillis();
       
        if (currentTime - lastBodyPartChange > 800 + random.nextInt(400)) {
            targetBodyPart = random.nextInt(3);
            lastBodyPartChange = currentTime;
        }
       
        double width = entity.getWidth();
        double height = entity.getHeight();
       
        float yawRange = random(15f, 36f);
        float pitchRange = random(4f, 24f);
       
        double randomX = entity.getX() + (random.nextGaussian() * 0.4) * width;
        double randomZ = entity.getZ() + (random.nextGaussian() * 0.4) * width;
       
        double randomY;
        switch (targetBodyPart) {
            case 0:
                randomY = entity.getY() + height * (double) random(0.6f, 0.8f);
                break;
            case 1:
                randomY = entity.getY() + height * (double) random(0.85f, 0.95f);
                break;
            default:
                randomY = entity.getY() + height * (double) random(0.4f, 0.6f);
                break;
        }
       
        randomX += Math.sin(System.currentTimeMillis() / 200.0) * width * 0.1;
        randomZ += Math.cos(System.currentTimeMillis() / 200.0) * width * 0.1;
       
        return new Vec3d(randomX, randomY, randomZ);
    }
   
    private float calculateDynamicSpeed(float distance, float yawDelta, float pitchDelta) {
        float neuroRand = random.nextFloat();
       
        float distanceFactor;
        if (distance < 2.0f) {
            distanceFactor = 1.4f + neuroRand * 0.6f;
        } else if (distance < 4.0f) {
            distanceFactor = 1.2f + neuroRand * 0.6f;
        } else {
            distanceFactor = 0.9f + neuroRand * 0.5f;
        }
       
        float smoothFactorBase;
        if (distance < 3.0f && Math.abs(yawDelta) < 10.0f) {
            smoothFactorBase = 0.25f + random.nextFloat() * 0.15f;
        } else if (distance > 5.0f || Math.abs(yawDelta) > 30.0f) {
            smoothFactorBase = 0.35f + random.nextFloat() * 0.2f;
        } else {
            smoothFactorBase = 0.28f + random.nextFloat() * 0.15f;
        }
       
        return smoothFactorBase * distanceFactor;
    }
   
    private float random(float min, float max) {
        return min + random.nextFloat() * (max - min);
    }

    @Override
    public Vec3d randomValue() {
        return Vec3d.ZERO;
    }
}
1776335006750.png

пиздец она байпасит, пацан! Спасибо за лучший рек!
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Хай Югейм, иишка помогла и написала ротку на спукич, сыграл дуэлек 10, бана не получил. Бупасит
Пожалуйста, авторизуйтесь для просмотра ссылки.

Ротка -
gptcode:
Expand Collapse Copy
package rich.modules.impl.combat.aura.rotations;

import rich.modules.impl.combat.aura.Angle;
import rich.modules.impl.combat.aura.MathAngle;
import rich.modules.impl.combat.aura.impl.RotateConstructor;
import net.minecraft.entity.Entity;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.Vec3d;

import java.security.SecureRandom;

import static rich.IMinecraft.mc;

public class SPAngle extends RotateConstructor {

    private final SecureRandom random = new SecureRandom();
    private long lastPointChange = 0;
    private Vec3d currentTarget = null;
    private int targetBodyPart = 0;
    private long lastBodyPartChange = 0;

    public SPAngle() {
        super("SPAngle");
    }

    @Override
    public Angle limitAngleChange(Angle currentAngle, Angle targetAngle, Vec3d vec3d, Entity entity) {
        if (entity == null) {
            return currentAngle;
        }
      
        long currentTime = System.currentTimeMillis();
      
        if (currentTarget == null || currentTime - lastPointChange > 50 + random.nextInt(100)) {
            currentTarget = getMultiPoint(entity);
            lastPointChange = currentTime;
        }
      
        targetAngle = MathAngle.calculateAngle(currentTarget);
      
        Angle angleDelta = MathAngle.calculateDelta(currentAngle, targetAngle);
        float yawDelta = angleDelta.getYaw();
        float pitchDelta = angleDelta.getPitch();
      
        if (Math.abs(yawDelta) == 0 && Math.abs(pitchDelta) > 0) {
            yawDelta += random(0.1f, 0.5f) + 0.1f * 1.0313f;
        }
        if (Math.abs(pitchDelta) == 0 && Math.abs(yawDelta) > 0) {
            pitchDelta += random(0.1f, 0.5f) + 0.1f * 1.0313f;
        }
      
        yawDelta = Math.min(Math.abs(yawDelta), 60 + (random.nextFloat() * 1.0329834f)) * Math.signum(yawDelta);
        pitchDelta = Math.min(Math.abs(pitchDelta), random(23.133f, 26.477f)) * Math.signum(pitchDelta);
      
        float distance = mc.player.distanceTo(entity);
        float speed = calculateDynamicSpeed(distance, yawDelta, pitchDelta);
      
        float breathX = (float) Math.sin(currentTime / 300.0) * 0.03f;
        float breathY = (float) Math.cos(currentTime / 500.0) * 0.02f;
      
        float jitterYaw = 0;
        float jitterPitch = 0;
        if (random.nextFloat() < 0.02f) {
            jitterYaw = (random.nextFloat() - 0.5f) * 1.2f;
            jitterPitch = (random.nextFloat() - 0.5f) * 0.8f;
        }
      
        float smoothYaw = yawDelta * speed * 0.7f + breathX + jitterYaw;
        float smoothPitch = pitchDelta * speed * 0.5f + breathY + jitterPitch;
      
        if (random.nextFloat() < 0.05f && Math.abs(yawDelta) > 5.0f) {
            float overshoot = 1.1f + random.nextFloat() * 0.3f;
            smoothYaw *= overshoot;
        }
      
        float newYaw = currentAngle.getYaw() + smoothYaw;
        float newPitch = currentAngle.getPitch() + smoothPitch;
      
        newPitch = MathHelper.clamp(newPitch, -90.0f, 90.0f);
      
        return new Angle(newYaw, newPitch);
    }
  
    private Vec3d getMultiPoint(Entity entity) {
        long currentTime = System.currentTimeMillis();
      
        if (currentTime - lastBodyPartChange > 800 + random.nextInt(400)) {
            targetBodyPart = random.nextInt(3);
            lastBodyPartChange = currentTime;
        }
      
        double width = entity.getWidth();
        double height = entity.getHeight();
      
        float yawRange = random(15f, 36f);
        float pitchRange = random(4f, 24f);
      
        double randomX = entity.getX() + (random.nextGaussian() * 0.4) * width;
        double randomZ = entity.getZ() + (random.nextGaussian() * 0.4) * width;
      
        double randomY;
        switch (targetBodyPart) {
            case 0:
                randomY = entity.getY() + height * (double) random(0.6f, 0.8f);
                break;
            case 1:
                randomY = entity.getY() + height * (double) random(0.85f, 0.95f);
                break;
            default:
                randomY = entity.getY() + height * (double) random(0.4f, 0.6f);
                break;
        }
      
        randomX += Math.sin(System.currentTimeMillis() / 200.0) * width * 0.1;
        randomZ += Math.cos(System.currentTimeMillis() / 200.0) * width * 0.1;
      
        return new Vec3d(randomX, randomY, randomZ);
    }
  
    private float calculateDynamicSpeed(float distance, float yawDelta, float pitchDelta) {
        float neuroRand = random.nextFloat();
      
        float distanceFactor;
        if (distance < 2.0f) {
            distanceFactor = 1.4f + neuroRand * 0.6f;
        } else if (distance < 4.0f) {
            distanceFactor = 1.2f + neuroRand * 0.6f;
        } else {
            distanceFactor = 0.9f + neuroRand * 0.5f;
        }
      
        float smoothFactorBase;
        if (distance < 3.0f && Math.abs(yawDelta) < 10.0f) {
            smoothFactorBase = 0.25f + random.nextFloat() * 0.15f;
        } else if (distance > 5.0f || Math.abs(yawDelta) > 30.0f) {
            smoothFactorBase = 0.35f + random.nextFloat() * 0.2f;
        } else {
            smoothFactorBase = 0.28f + random.nextFloat() * 0.15f;
        }
      
        return smoothFactorBase * distanceFactor;
    }
  
    private float random(float min, float max) {
        return min + random.nextFloat() * (max - min);
    }

    @Override
    public Vec3d randomValue() {
        return Vec3d.ZERO;
    }
}
Это точно килка?
1776359290878.png
 
Хай Югейм, иишка помогла и написала ротку на спукич, сыграл дуэлек 10, бана не получил. Бупасит
Пожалуйста, авторизуйтесь для просмотра ссылки.

Ротка -
gptcode:
Expand Collapse Copy
package rich.modules.impl.combat.aura.rotations;

import rich.modules.impl.combat.aura.Angle;
import rich.modules.impl.combat.aura.MathAngle;
import rich.modules.impl.combat.aura.impl.RotateConstructor;
import net.minecraft.entity.Entity;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.Vec3d;

import java.security.SecureRandom;

import static rich.IMinecraft.mc;

public class SPAngle extends RotateConstructor {

    private final SecureRandom random = new SecureRandom();
    private long lastPointChange = 0;
    private Vec3d currentTarget = null;
    private int targetBodyPart = 0;
    private long lastBodyPartChange = 0;

    public SPAngle() {
        super("SPAngle");
    }

    @Override
    public Angle limitAngleChange(Angle currentAngle, Angle targetAngle, Vec3d vec3d, Entity entity) {
        if (entity == null) {
            return currentAngle;
        }
      
        long currentTime = System.currentTimeMillis();
      
        if (currentTarget == null || currentTime - lastPointChange > 50 + random.nextInt(100)) {
            currentTarget = getMultiPoint(entity);
            lastPointChange = currentTime;
        }
      
        targetAngle = MathAngle.calculateAngle(currentTarget);
      
        Angle angleDelta = MathAngle.calculateDelta(currentAngle, targetAngle);
        float yawDelta = angleDelta.getYaw();
        float pitchDelta = angleDelta.getPitch();
      
        if (Math.abs(yawDelta) == 0 && Math.abs(pitchDelta) > 0) {
            yawDelta += random(0.1f, 0.5f) + 0.1f * 1.0313f;
        }
        if (Math.abs(pitchDelta) == 0 && Math.abs(yawDelta) > 0) {
            pitchDelta += random(0.1f, 0.5f) + 0.1f * 1.0313f;
        }
      
        yawDelta = Math.min(Math.abs(yawDelta), 60 + (random.nextFloat() * 1.0329834f)) * Math.signum(yawDelta);
        pitchDelta = Math.min(Math.abs(pitchDelta), random(23.133f, 26.477f)) * Math.signum(pitchDelta);
      
        float distance = mc.player.distanceTo(entity);
        float speed = calculateDynamicSpeed(distance, yawDelta, pitchDelta);
      
        float breathX = (float) Math.sin(currentTime / 300.0) * 0.03f;
        float breathY = (float) Math.cos(currentTime / 500.0) * 0.02f;
      
        float jitterYaw = 0;
        float jitterPitch = 0;
        if (random.nextFloat() < 0.02f) {
            jitterYaw = (random.nextFloat() - 0.5f) * 1.2f;
            jitterPitch = (random.nextFloat() - 0.5f) * 0.8f;
        }
      
        float smoothYaw = yawDelta * speed * 0.7f + breathX + jitterYaw;
        float smoothPitch = pitchDelta * speed * 0.5f + breathY + jitterPitch;
      
        if (random.nextFloat() < 0.05f && Math.abs(yawDelta) > 5.0f) {
            float overshoot = 1.1f + random.nextFloat() * 0.3f;
            smoothYaw *= overshoot;
        }
      
        float newYaw = currentAngle.getYaw() + smoothYaw;
        float newPitch = currentAngle.getPitch() + smoothPitch;
      
        newPitch = MathHelper.clamp(newPitch, -90.0f, 90.0f);
      
        return new Angle(newYaw, newPitch);
    }
  
    private Vec3d getMultiPoint(Entity entity) {
        long currentTime = System.currentTimeMillis();
      
        if (currentTime - lastBodyPartChange > 800 + random.nextInt(400)) {
            targetBodyPart = random.nextInt(3);
            lastBodyPartChange = currentTime;
        }
      
        double width = entity.getWidth();
        double height = entity.getHeight();
      
        float yawRange = random(15f, 36f);
        float pitchRange = random(4f, 24f);
      
        double randomX = entity.getX() + (random.nextGaussian() * 0.4) * width;
        double randomZ = entity.getZ() + (random.nextGaussian() * 0.4) * width;
      
        double randomY;
        switch (targetBodyPart) {
            case 0:
                randomY = entity.getY() + height * (double) random(0.6f, 0.8f);
                break;
            case 1:
                randomY = entity.getY() + height * (double) random(0.85f, 0.95f);
                break;
            default:
                randomY = entity.getY() + height * (double) random(0.4f, 0.6f);
                break;
        }
      
        randomX += Math.sin(System.currentTimeMillis() / 200.0) * width * 0.1;
        randomZ += Math.cos(System.currentTimeMillis() / 200.0) * width * 0.1;
      
        return new Vec3d(randomX, randomY, randomZ);
    }
  
    private float calculateDynamicSpeed(float distance, float yawDelta, float pitchDelta) {
        float neuroRand = random.nextFloat();
      
        float distanceFactor;
        if (distance < 2.0f) {
            distanceFactor = 1.4f + neuroRand * 0.6f;
        } else if (distance < 4.0f) {
            distanceFactor = 1.2f + neuroRand * 0.6f;
        } else {
            distanceFactor = 0.9f + neuroRand * 0.5f;
        }
      
        float smoothFactorBase;
        if (distance < 3.0f && Math.abs(yawDelta) < 10.0f) {
            smoothFactorBase = 0.25f + random.nextFloat() * 0.15f;
        } else if (distance > 5.0f || Math.abs(yawDelta) > 30.0f) {
            smoothFactorBase = 0.35f + random.nextFloat() * 0.2f;
        } else {
            smoothFactorBase = 0.28f + random.nextFloat() * 0.15f;
        }
      
        return smoothFactorBase * distanceFactor;
    }
  
    private float random(float min, float max) {
        return min + random.nextFloat() * (max - min);
    }

    @Override
    public Vec3d randomValue() {
        return Vec3d.ZERO;
    }
}
сс на NoWeb нифига ты маладец
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Хай Югейм, иишка помогла и написала ротку на спукич, сыграл дуэлек 10, бана не получил. Бупасит
Пожалуйста, авторизуйтесь для просмотра ссылки.

Ротка -
gptcode:
Expand Collapse Copy
package rich.modules.impl.combat.aura.rotations;

import rich.modules.impl.combat.aura.Angle;
import rich.modules.impl.combat.aura.MathAngle;
import rich.modules.impl.combat.aura.impl.RotateConstructor;
import net.minecraft.entity.Entity;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.Vec3d;

import java.security.SecureRandom;

import static rich.IMinecraft.mc;

public class SPAngle extends RotateConstructor {

    private final SecureRandom random = new SecureRandom();
    private long lastPointChange = 0;
    private Vec3d currentTarget = null;
    private int targetBodyPart = 0;
    private long lastBodyPartChange = 0;

    public SPAngle() {
        super("SPAngle");
    }

    @Override
    public Angle limitAngleChange(Angle currentAngle, Angle targetAngle, Vec3d vec3d, Entity entity) {
        if (entity == null) {
            return currentAngle;
        }
      
        long currentTime = System.currentTimeMillis();
      
        if (currentTarget == null || currentTime - lastPointChange > 50 + random.nextInt(100)) {
            currentTarget = getMultiPoint(entity);
            lastPointChange = currentTime;
        }
      
        targetAngle = MathAngle.calculateAngle(currentTarget);
      
        Angle angleDelta = MathAngle.calculateDelta(currentAngle, targetAngle);
        float yawDelta = angleDelta.getYaw();
        float pitchDelta = angleDelta.getPitch();
      
        if (Math.abs(yawDelta) == 0 && Math.abs(pitchDelta) > 0) {
            yawDelta += random(0.1f, 0.5f) + 0.1f * 1.0313f;
        }
        if (Math.abs(pitchDelta) == 0 && Math.abs(yawDelta) > 0) {
            pitchDelta += random(0.1f, 0.5f) + 0.1f * 1.0313f;
        }
      
        yawDelta = Math.min(Math.abs(yawDelta), 60 + (random.nextFloat() * 1.0329834f)) * Math.signum(yawDelta);
        pitchDelta = Math.min(Math.abs(pitchDelta), random(23.133f, 26.477f)) * Math.signum(pitchDelta);
      
        float distance = mc.player.distanceTo(entity);
        float speed = calculateDynamicSpeed(distance, yawDelta, pitchDelta);
      
        float breathX = (float) Math.sin(currentTime / 300.0) * 0.03f;
        float breathY = (float) Math.cos(currentTime / 500.0) * 0.02f;
      
        float jitterYaw = 0;
        float jitterPitch = 0;
        if (random.nextFloat() < 0.02f) {
            jitterYaw = (random.nextFloat() - 0.5f) * 1.2f;
            jitterPitch = (random.nextFloat() - 0.5f) * 0.8f;
        }
      
        float smoothYaw = yawDelta * speed * 0.7f + breathX + jitterYaw;
        float smoothPitch = pitchDelta * speed * 0.5f + breathY + jitterPitch;
      
        if (random.nextFloat() < 0.05f && Math.abs(yawDelta) > 5.0f) {
            float overshoot = 1.1f + random.nextFloat() * 0.3f;
            smoothYaw *= overshoot;
        }
      
        float newYaw = currentAngle.getYaw() + smoothYaw;
        float newPitch = currentAngle.getPitch() + smoothPitch;
      
        newPitch = MathHelper.clamp(newPitch, -90.0f, 90.0f);
      
        return new Angle(newYaw, newPitch);
    }
  
    private Vec3d getMultiPoint(Entity entity) {
        long currentTime = System.currentTimeMillis();
      
        if (currentTime - lastBodyPartChange > 800 + random.nextInt(400)) {
            targetBodyPart = random.nextInt(3);
            lastBodyPartChange = currentTime;
        }
      
        double width = entity.getWidth();
        double height = entity.getHeight();
      
        float yawRange = random(15f, 36f);
        float pitchRange = random(4f, 24f);
      
        double randomX = entity.getX() + (random.nextGaussian() * 0.4) * width;
        double randomZ = entity.getZ() + (random.nextGaussian() * 0.4) * width;
      
        double randomY;
        switch (targetBodyPart) {
            case 0:
                randomY = entity.getY() + height * (double) random(0.6f, 0.8f);
                break;
            case 1:
                randomY = entity.getY() + height * (double) random(0.85f, 0.95f);
                break;
            default:
                randomY = entity.getY() + height * (double) random(0.4f, 0.6f);
                break;
        }
      
        randomX += Math.sin(System.currentTimeMillis() / 200.0) * width * 0.1;
        randomZ += Math.cos(System.currentTimeMillis() / 200.0) * width * 0.1;
      
        return new Vec3d(randomX, randomY, randomZ);
    }
  
    private float calculateDynamicSpeed(float distance, float yawDelta, float pitchDelta) {
        float neuroRand = random.nextFloat();
      
        float distanceFactor;
        if (distance < 2.0f) {
            distanceFactor = 1.4f + neuroRand * 0.6f;
        } else if (distance < 4.0f) {
            distanceFactor = 1.2f + neuroRand * 0.6f;
        } else {
            distanceFactor = 0.9f + neuroRand * 0.5f;
        }
      
        float smoothFactorBase;
        if (distance < 3.0f && Math.abs(yawDelta) < 10.0f) {
            smoothFactorBase = 0.25f + random.nextFloat() * 0.15f;
        } else if (distance > 5.0f || Math.abs(yawDelta) > 30.0f) {
            smoothFactorBase = 0.35f + random.nextFloat() * 0.2f;
        } else {
            smoothFactorBase = 0.28f + random.nextFloat() * 0.15f;
        }
      
        return smoothFactorBase * distanceFactor;
    }
  
    private float random(float min, float max) {
        return min + random.nextFloat() * (max - min);
    }

    @Override
    public Vec3d randomValue() {
        return Vec3d.ZERO;
    }
}
/del no bypass
 
Хай Югейм, иишка помогла и написала ротку на спукич, сыграл дуэлек 10, бана не получил. Бупасит
Пожалуйста, авторизуйтесь для просмотра ссылки.

Ротка -
gptcode:
Expand Collapse Copy
package rich.modules.impl.combat.aura.rotations;

import rich.modules.impl.combat.aura.Angle;
import rich.modules.impl.combat.aura.MathAngle;
import rich.modules.impl.combat.aura.impl.RotateConstructor;
import net.minecraft.entity.Entity;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.Vec3d;

import java.security.SecureRandom;

import static rich.IMinecraft.mc;

public class SPAngle extends RotateConstructor {

    private final SecureRandom random = new SecureRandom();
    private long lastPointChange = 0;
    private Vec3d currentTarget = null;
    private int targetBodyPart = 0;
    private long lastBodyPartChange = 0;

    public SPAngle() {
        super("SPAngle");
    }

    @Override
    public Angle limitAngleChange(Angle currentAngle, Angle targetAngle, Vec3d vec3d, Entity entity) {
        if (entity == null) {
            return currentAngle;
        }
     
        long currentTime = System.currentTimeMillis();
     
        if (currentTarget == null || currentTime - lastPointChange > 50 + random.nextInt(100)) {
            currentTarget = getMultiPoint(entity);
            lastPointChange = currentTime;
        }
     
        targetAngle = MathAngle.calculateAngle(currentTarget);
     
        Angle angleDelta = MathAngle.calculateDelta(currentAngle, targetAngle);
        float yawDelta = angleDelta.getYaw();
        float pitchDelta = angleDelta.getPitch();
     
        if (Math.abs(yawDelta) == 0 && Math.abs(pitchDelta) > 0) {
            yawDelta += random(0.1f, 0.5f) + 0.1f * 1.0313f;
        }
        if (Math.abs(pitchDelta) == 0 && Math.abs(yawDelta) > 0) {
            pitchDelta += random(0.1f, 0.5f) + 0.1f * 1.0313f;
        }
     
        yawDelta = Math.min(Math.abs(yawDelta), 60 + (random.nextFloat() * 1.0329834f)) * Math.signum(yawDelta);
        pitchDelta = Math.min(Math.abs(pitchDelta), random(23.133f, 26.477f)) * Math.signum(pitchDelta);
     
        float distance = mc.player.distanceTo(entity);
        float speed = calculateDynamicSpeed(distance, yawDelta, pitchDelta);
     
        float breathX = (float) Math.sin(currentTime / 300.0) * 0.03f;
        float breathY = (float) Math.cos(currentTime / 500.0) * 0.02f;
     
        float jitterYaw = 0;
        float jitterPitch = 0;
        if (random.nextFloat() < 0.02f) {
            jitterYaw = (random.nextFloat() - 0.5f) * 1.2f;
            jitterPitch = (random.nextFloat() - 0.5f) * 0.8f;
        }
     
        float smoothYaw = yawDelta * speed * 0.7f + breathX + jitterYaw;
        float smoothPitch = pitchDelta * speed * 0.5f + breathY + jitterPitch;
     
        if (random.nextFloat() < 0.05f && Math.abs(yawDelta) > 5.0f) {
            float overshoot = 1.1f + random.nextFloat() * 0.3f;
            smoothYaw *= overshoot;
        }
     
        float newYaw = currentAngle.getYaw() + smoothYaw;
        float newPitch = currentAngle.getPitch() + smoothPitch;
     
        newPitch = MathHelper.clamp(newPitch, -90.0f, 90.0f);
     
        return new Angle(newYaw, newPitch);
    }
 
    private Vec3d getMultiPoint(Entity entity) {
        long currentTime = System.currentTimeMillis();
     
        if (currentTime - lastBodyPartChange > 800 + random.nextInt(400)) {
            targetBodyPart = random.nextInt(3);
            lastBodyPartChange = currentTime;
        }
     
        double width = entity.getWidth();
        double height = entity.getHeight();
     
        float yawRange = random(15f, 36f);
        float pitchRange = random(4f, 24f);
     
        double randomX = entity.getX() + (random.nextGaussian() * 0.4) * width;
        double randomZ = entity.getZ() + (random.nextGaussian() * 0.4) * width;
     
        double randomY;
        switch (targetBodyPart) {
            case 0:
                randomY = entity.getY() + height * (double) random(0.6f, 0.8f);
                break;
            case 1:
                randomY = entity.getY() + height * (double) random(0.85f, 0.95f);
                break;
            default:
                randomY = entity.getY() + height * (double) random(0.4f, 0.6f);
                break;
        }
     
        randomX += Math.sin(System.currentTimeMillis() / 200.0) * width * 0.1;
        randomZ += Math.cos(System.currentTimeMillis() / 200.0) * width * 0.1;
     
        return new Vec3d(randomX, randomY, randomZ);
    }
 
    private float calculateDynamicSpeed(float distance, float yawDelta, float pitchDelta) {
        float neuroRand = random.nextFloat();
     
        float distanceFactor;
        if (distance < 2.0f) {
            distanceFactor = 1.4f + neuroRand * 0.6f;
        } else if (distance < 4.0f) {
            distanceFactor = 1.2f + neuroRand * 0.6f;
        } else {
            distanceFactor = 0.9f + neuroRand * 0.5f;
        }
     
        float smoothFactorBase;
        if (distance < 3.0f && Math.abs(yawDelta) < 10.0f) {
            smoothFactorBase = 0.25f + random.nextFloat() * 0.15f;
        } else if (distance > 5.0f || Math.abs(yawDelta) > 30.0f) {
            smoothFactorBase = 0.35f + random.nextFloat() * 0.2f;
        } else {
            smoothFactorBase = 0.28f + random.nextFloat() * 0.15f;
        }
     
        return smoothFactorBase * distanceFactor;
    }
 
    private float random(float min, float max) {
        return min + random.nextFloat() * (max - min);
    }

    @Override
    public Vec3d randomValue() {
        return Vec3d.ZERO;
    }
}
/del no ss
 
Хай Югейм, иишка помогла и написала ротку на спукич, сыграл дуэлек 10, бана не получил. Бупасит
Пожалуйста, авторизуйтесь для просмотра ссылки.

Ротка -
gptcode:
Expand Collapse Copy
package rich.modules.impl.combat.aura.rotations;

import rich.modules.impl.combat.aura.Angle;
import rich.modules.impl.combat.aura.MathAngle;
import rich.modules.impl.combat.aura.impl.RotateConstructor;
import net.minecraft.entity.Entity;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.Vec3d;

import java.security.SecureRandom;

import static rich.IMinecraft.mc;

public class SPAngle extends RotateConstructor {

    private final SecureRandom random = new SecureRandom();
    private long lastPointChange = 0;
    private Vec3d currentTarget = null;
    private int targetBodyPart = 0;
    private long lastBodyPartChange = 0;

    public SPAngle() {
        super("SPAngle");
    }

    @Override
    public Angle limitAngleChange(Angle currentAngle, Angle targetAngle, Vec3d vec3d, Entity entity) {
        if (entity == null) {
            return currentAngle;
        }
     
        long currentTime = System.currentTimeMillis();
     
        if (currentTarget == null || currentTime - lastPointChange > 50 + random.nextInt(100)) {
            currentTarget = getMultiPoint(entity);
            lastPointChange = currentTime;
        }
     
        targetAngle = MathAngle.calculateAngle(currentTarget);
     
        Angle angleDelta = MathAngle.calculateDelta(currentAngle, targetAngle);
        float yawDelta = angleDelta.getYaw();
        float pitchDelta = angleDelta.getPitch();
     
        if (Math.abs(yawDelta) == 0 && Math.abs(pitchDelta) > 0) {
            yawDelta += random(0.1f, 0.5f) + 0.1f * 1.0313f;
        }
        if (Math.abs(pitchDelta) == 0 && Math.abs(yawDelta) > 0) {
            pitchDelta += random(0.1f, 0.5f) + 0.1f * 1.0313f;
        }
     
        yawDelta = Math.min(Math.abs(yawDelta), 60 + (random.nextFloat() * 1.0329834f)) * Math.signum(yawDelta);
        pitchDelta = Math.min(Math.abs(pitchDelta), random(23.133f, 26.477f)) * Math.signum(pitchDelta);
     
        float distance = mc.player.distanceTo(entity);
        float speed = calculateDynamicSpeed(distance, yawDelta, pitchDelta);
     
        float breathX = (float) Math.sin(currentTime / 300.0) * 0.03f;
        float breathY = (float) Math.cos(currentTime / 500.0) * 0.02f;
     
        float jitterYaw = 0;
        float jitterPitch = 0;
        if (random.nextFloat() < 0.02f) {
            jitterYaw = (random.nextFloat() - 0.5f) * 1.2f;
            jitterPitch = (random.nextFloat() - 0.5f) * 0.8f;
        }
     
        float smoothYaw = yawDelta * speed * 0.7f + breathX + jitterYaw;
        float smoothPitch = pitchDelta * speed * 0.5f + breathY + jitterPitch;
     
        if (random.nextFloat() < 0.05f && Math.abs(yawDelta) > 5.0f) {
            float overshoot = 1.1f + random.nextFloat() * 0.3f;
            smoothYaw *= overshoot;
        }
     
        float newYaw = currentAngle.getYaw() + smoothYaw;
        float newPitch = currentAngle.getPitch() + smoothPitch;
     
        newPitch = MathHelper.clamp(newPitch, -90.0f, 90.0f);
     
        return new Angle(newYaw, newPitch);
    }
 
    private Vec3d getMultiPoint(Entity entity) {
        long currentTime = System.currentTimeMillis();
     
        if (currentTime - lastBodyPartChange > 800 + random.nextInt(400)) {
            targetBodyPart = random.nextInt(3);
            lastBodyPartChange = currentTime;
        }
     
        double width = entity.getWidth();
        double height = entity.getHeight();
     
        float yawRange = random(15f, 36f);
        float pitchRange = random(4f, 24f);
     
        double randomX = entity.getX() + (random.nextGaussian() * 0.4) * width;
        double randomZ = entity.getZ() + (random.nextGaussian() * 0.4) * width;
     
        double randomY;
        switch (targetBodyPart) {
            case 0:
                randomY = entity.getY() + height * (double) random(0.6f, 0.8f);
                break;
            case 1:
                randomY = entity.getY() + height * (double) random(0.85f, 0.95f);
                break;
            default:
                randomY = entity.getY() + height * (double) random(0.4f, 0.6f);
                break;
        }
     
        randomX += Math.sin(System.currentTimeMillis() / 200.0) * width * 0.1;
        randomZ += Math.cos(System.currentTimeMillis() / 200.0) * width * 0.1;
     
        return new Vec3d(randomX, randomY, randomZ);
    }
 
    private float calculateDynamicSpeed(float distance, float yawDelta, float pitchDelta) {
        float neuroRand = random.nextFloat();
     
        float distanceFactor;
        if (distance < 2.0f) {
            distanceFactor = 1.4f + neuroRand * 0.6f;
        } else if (distance < 4.0f) {
            distanceFactor = 1.2f + neuroRand * 0.6f;
        } else {
            distanceFactor = 0.9f + neuroRand * 0.5f;
        }
     
        float smoothFactorBase;
        if (distance < 3.0f && Math.abs(yawDelta) < 10.0f) {
            smoothFactorBase = 0.25f + random.nextFloat() * 0.15f;
        } else if (distance > 5.0f || Math.abs(yawDelta) > 30.0f) {
            smoothFactorBase = 0.35f + random.nextFloat() * 0.2f;
        } else {
            smoothFactorBase = 0.28f + random.nextFloat() * 0.15f;
        }
     
        return smoothFactorBase * distanceFactor;
    }
 
    private float random(float min, float max) {
        return min + random.nextFloat() * (max - min);
    }

    @Override
    public Vec3d randomValue() {
        return Vec3d.ZERO;
    }
}
отводку самому делать видимо
 
Хай Югейм, иишка помогла и написала ротку на спукич, сыграл дуэлек 10, бана не получил. Бупасит
Пожалуйста, авторизуйтесь для просмотра ссылки.

Ротка -
gptcode:
Expand Collapse Copy
package rich.modules.impl.combat.aura.rotations;

import rich.modules.impl.combat.aura.Angle;
import rich.modules.impl.combat.aura.MathAngle;
import rich.modules.impl.combat.aura.impl.RotateConstructor;
import net.minecraft.entity.Entity;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.Vec3d;

import java.security.SecureRandom;

import static rich.IMinecraft.mc;

public class SPAngle extends RotateConstructor {

    private final SecureRandom random = new SecureRandom();
    private long lastPointChange = 0;
    private Vec3d currentTarget = null;
    private int targetBodyPart = 0;
    private long lastBodyPartChange = 0;

    public SPAngle() {
        super("SPAngle");
    }

    @Override
    public Angle limitAngleChange(Angle currentAngle, Angle targetAngle, Vec3d vec3d, Entity entity) {
        if (entity == null) {
            return currentAngle;
        }
     
        long currentTime = System.currentTimeMillis();
     
        if (currentTarget == null || currentTime - lastPointChange > 50 + random.nextInt(100)) {
            currentTarget = getMultiPoint(entity);
            lastPointChange = currentTime;
        }
     
        targetAngle = MathAngle.calculateAngle(currentTarget);
     
        Angle angleDelta = MathAngle.calculateDelta(currentAngle, targetAngle);
        float yawDelta = angleDelta.getYaw();
        float pitchDelta = angleDelta.getPitch();
     
        if (Math.abs(yawDelta) == 0 && Math.abs(pitchDelta) > 0) {
            yawDelta += random(0.1f, 0.5f) + 0.1f * 1.0313f;
        }
        if (Math.abs(pitchDelta) == 0 && Math.abs(yawDelta) > 0) {
            pitchDelta += random(0.1f, 0.5f) + 0.1f * 1.0313f;
        }
     
        yawDelta = Math.min(Math.abs(yawDelta), 60 + (random.nextFloat() * 1.0329834f)) * Math.signum(yawDelta);
        pitchDelta = Math.min(Math.abs(pitchDelta), random(23.133f, 26.477f)) * Math.signum(pitchDelta);
     
        float distance = mc.player.distanceTo(entity);
        float speed = calculateDynamicSpeed(distance, yawDelta, pitchDelta);
     
        float breathX = (float) Math.sin(currentTime / 300.0) * 0.03f;
        float breathY = (float) Math.cos(currentTime / 500.0) * 0.02f;
     
        float jitterYaw = 0;
        float jitterPitch = 0;
        if (random.nextFloat() < 0.02f) {
            jitterYaw = (random.nextFloat() - 0.5f) * 1.2f;
            jitterPitch = (random.nextFloat() - 0.5f) * 0.8f;
        }
     
        float smoothYaw = yawDelta * speed * 0.7f + breathX + jitterYaw;
        float smoothPitch = pitchDelta * speed * 0.5f + breathY + jitterPitch;
     
        if (random.nextFloat() < 0.05f && Math.abs(yawDelta) > 5.0f) {
            float overshoot = 1.1f + random.nextFloat() * 0.3f;
            smoothYaw *= overshoot;
        }
     
        float newYaw = currentAngle.getYaw() + smoothYaw;
        float newPitch = currentAngle.getPitch() + smoothPitch;
     
        newPitch = MathHelper.clamp(newPitch, -90.0f, 90.0f);
     
        return new Angle(newYaw, newPitch);
    }
 
    private Vec3d getMultiPoint(Entity entity) {
        long currentTime = System.currentTimeMillis();
     
        if (currentTime - lastBodyPartChange > 800 + random.nextInt(400)) {
            targetBodyPart = random.nextInt(3);
            lastBodyPartChange = currentTime;
        }
     
        double width = entity.getWidth();
        double height = entity.getHeight();
     
        float yawRange = random(15f, 36f);
        float pitchRange = random(4f, 24f);
     
        double randomX = entity.getX() + (random.nextGaussian() * 0.4) * width;
        double randomZ = entity.getZ() + (random.nextGaussian() * 0.4) * width;
     
        double randomY;
        switch (targetBodyPart) {
            case 0:
                randomY = entity.getY() + height * (double) random(0.6f, 0.8f);
                break;
            case 1:
                randomY = entity.getY() + height * (double) random(0.85f, 0.95f);
                break;
            default:
                randomY = entity.getY() + height * (double) random(0.4f, 0.6f);
                break;
        }
     
        randomX += Math.sin(System.currentTimeMillis() / 200.0) * width * 0.1;
        randomZ += Math.cos(System.currentTimeMillis() / 200.0) * width * 0.1;
     
        return new Vec3d(randomX, randomY, randomZ);
    }
 
    private float calculateDynamicSpeed(float distance, float yawDelta, float pitchDelta) {
        float neuroRand = random.nextFloat();
     
        float distanceFactor;
        if (distance < 2.0f) {
            distanceFactor = 1.4f + neuroRand * 0.6f;
        } else if (distance < 4.0f) {
            distanceFactor = 1.2f + neuroRand * 0.6f;
        } else {
            distanceFactor = 0.9f + neuroRand * 0.5f;
        }
     
        float smoothFactorBase;
        if (distance < 3.0f && Math.abs(yawDelta) < 10.0f) {
            smoothFactorBase = 0.25f + random.nextFloat() * 0.15f;
        } else if (distance > 5.0f || Math.abs(yawDelta) > 30.0f) {
            smoothFactorBase = 0.35f + random.nextFloat() * 0.2f;
        } else {
            smoothFactorBase = 0.28f + random.nextFloat() * 0.15f;
        }
     
        return smoothFactorBase * distanceFactor;
    }
 
    private float random(float min, float max) {
        return min + random.nextFloat() * (max - min);
    }

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