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Обход античита Rotation SpookyTime 14.04.26

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10 Янв 2025
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всем ку сливаю ротку которая может щас работает может нет,не тестил но на момент 14.04 она работала точно и да я знаю что на спавне ач не работает я чисто для примера показал
сс -
Пожалуйста, авторизуйтесь для просмотра ссылки.

код (присутствует щитгпт)-
Java:
Expand Collapse Copy
public final class SpookyTimeRotationNEW implements IMinecraft {
private static final float[] POINT_HEIGHTS = { 0.85f, 0.55f, 0.20f };
private static final float[] POINT_WEIGHTS = { 0.45f, 0.40f, 0.15f };
private static boolean snapActive = false;
private static float snapFromYaw = 0f;
private static float snapFromPitch = 0f;
private static float snapToYaw = 0f;
private static float snapToPitch = 0f;
private static float snapProgress = 0f;
private static final float SNAP_SPEED = 0.22f;
private static float frozenYaw = Float.NaN;
private static float frozenPitch = Float.NaN;
private static boolean prevCanAttack = false;
private static long lastPitchTime = 0;
private static float microPitchTarget = 0f;
private static float microPitchOffset = 0f;
private static final Random RNG = new Random();
public static void rotate(LivingEntity target, boolean canAttack, float attackDistance, boolean check) {
if (target == null || mc.player == null) return;
if (Float.isNaN(frozenYaw)) {
frozenYaw = mc.player.rotationYaw;
frozenPitch = mc.player.rotationPitch;
        }
boolean hitMoment = canAttack && !prevCanAttack;
 prevCanAttack = canAttack;
 if (hitMoment) {
float[] angles = calcTargetAngles(target, pickPointHeight());
snapFromYaw = frozenYaw;
snapFromPitch = frozenPitch - microPitchOffset;
snapToYaw = angles[0];
snapToPitch = angles[1];
snapProgress = 0f;
snapActive = true;
        }
if (snapActive) {
snapProgress = Math.min(1f, snapProgress + SNAP_SPEED);
float ease = easeInOutSine(snapProgress);
float yawDelta = MathHelper.wrapDegrees(snapToYaw - snapFromYaw);
frozenYaw = MathHelper.wrapDegrees(snapFromYaw + yawDelta * ease);
frozenPitch = snapFromPitch + (snapToPitch - snapFromPitch) * ease;
if (snapProgress >= 1f) snapActive = false;
        }

long now = System.currentTimeMillis();
if (!snapActive) {
float osc1 = (float) Math.sin(now / 155.0) * 0.12f;
float osc2 = (float) Math.cos(now / 135.0) * 0.12f;
float osc3 = (float) Math.sin(now / 175.0) * 0.08f;
float kd = AttackAura.getInstance().cooldownFromLastSwing();
float jitter = (1.0f - kd) * 3.0f;
float yawJitter = Mathf.randomValue(-jitter, jitter);
float[] base = calcTargetAngles(target, 0.55f);
float targetYaw = base[0] + osc1 + osc2 + osc3 + yawJitter;
float gcd = dev.kodek.client.utils.rotation.aura.Rotation.getGCDValue();
targetYaw -= (targetYaw - mc.player.rotationYaw) % gcd;

 frozenYaw = targetYaw;
        }
if (!snapActive) {
if (now - lastPitchTime >= 30) {
 lastPitchTime = now;
microPitchTarget = (RNG.nextFloat() - 0.5f) * 1.4f;
            }
microPitchOffset += (microPitchTarget - microPitchOffset) * 0.3f;
} else {
microPitchOffset = 0f;
        }

float finalYaw = frozenYaw;
float finalPitch = MathHelper.clamp(frozenPitch + microPitchOffset, -89f, 89f);

float yawSpeed = snapActive ? 50f : 8f;
float pitchSpeed = snapActive ? 35f : 6f;
float returnYaw = Mathf.randomValue(11f, 16f);
float returnPitch = Mathf.randomValue(5f, 7f);
RotationComponent.update(new Rotation(finalYaw, finalPitch),
yawSpeed, pitchSpeed, returnYaw, returnPitch, 1, 15, false);
    }

private static float[] calcTargetAngles(LivingEntity target, float heightFactor) {
Vector3d eye = mc.player.getEyePosition(mc.getRenderPartialTicks());
        Vector3d point = target.getPositionVec().add(
(RNG.nextDouble() - 0.5) * 0.12,
                target.getHeight() * heightFactor,
(RNG.nextDouble() - 0.5) * 0.12
        );
        Vector3d dir = point.subtract(eye);
float yaw = (float) Math.toDegrees(Math.atan2(-dir.x, dir.z));
float pitch = (float) -Math.toDegrees(Math.atan2(dir.y, Math.hypot(dir.x, dir.z)));
return new float[]{ MathHelper.wrapDegrees(yaw), MathHelper.clamp(pitch, -89f, 89f) };
    }

private static float pickPointHeight() {
float r = RNG.nextFloat(), cumulative = 0f;
for (int i = 0; i < POINT_WEIGHTS.length; i++) {
cumulative += POINT_WEIGHTS[i];
if (r < cumulative) return POINT_HEIGHTS[i];
        }
return POINT_HEIGHTS[1];
    }

private static float easeInOutSine(float t) {
return (float) (-(Math.cos(Math.PI * t) - 1) / 2);
    }

public static void applyDisableTwitch() {
if (mc.player == null) return;
 reset();
    }

public static void reset() {
frozenYaw = Float.NaN;
frozenPitch = Float.NaN;
snapActive = false;
snapProgress = 0f;
prevCanAttack = false;
lastPitchTime = 0;
microPitchOffset = 0f;
microPitchTarget = 0f;
    }
}
 
шо бы был 100 проц бупас(не оч точно) снапы убрать, и тут вместо статичных значений сделать рандомные как в ретюрн спидах
кому интересна готовая ротка 100 проц бупас запрашивайте личный
 
всем ку сливаю ротку которая может щас работает может нет,не тестил но на момент 14.04 она работала точно и да я знаю что на спавне ач не работает я чисто для примера показал
сс -
Пожалуйста, авторизуйтесь для просмотра ссылки.

код (присутствует щитгпт)-
Java:
Expand Collapse Copy
public final class SpookyTimeRotationNEW implements IMinecraft {
private static final float[] POINT_HEIGHTS = { 0.85f, 0.55f, 0.20f };
private static final float[] POINT_WEIGHTS = { 0.45f, 0.40f, 0.15f };
private static boolean snapActive = false;
private static float snapFromYaw = 0f;
private static float snapFromPitch = 0f;
private static float snapToYaw = 0f;
private static float snapToPitch = 0f;
private static float snapProgress = 0f;
private static final float SNAP_SPEED = 0.22f;
private static float frozenYaw = Float.NaN;
private static float frozenPitch = Float.NaN;
private static boolean prevCanAttack = false;
private static long lastPitchTime = 0;
private static float microPitchTarget = 0f;
private static float microPitchOffset = 0f;
private static final Random RNG = new Random();
public static void rotate(LivingEntity target, boolean canAttack, float attackDistance, boolean check) {
if (target == null || mc.player == null) return;
if (Float.isNaN(frozenYaw)) {
frozenYaw = mc.player.rotationYaw;
frozenPitch = mc.player.rotationPitch;
        }
boolean hitMoment = canAttack && !prevCanAttack;
 prevCanAttack = canAttack;
 if (hitMoment) {
float[] angles = calcTargetAngles(target, pickPointHeight());
snapFromYaw = frozenYaw;
snapFromPitch = frozenPitch - microPitchOffset;
snapToYaw = angles[0];
snapToPitch = angles[1];
snapProgress = 0f;
snapActive = true;
        }
if (snapActive) {
snapProgress = Math.min(1f, snapProgress + SNAP_SPEED);
float ease = easeInOutSine(snapProgress);
float yawDelta = MathHelper.wrapDegrees(snapToYaw - snapFromYaw);
frozenYaw = MathHelper.wrapDegrees(snapFromYaw + yawDelta * ease);
frozenPitch = snapFromPitch + (snapToPitch - snapFromPitch) * ease;
if (snapProgress >= 1f) snapActive = false;
        }

long now = System.currentTimeMillis();
if (!snapActive) {
float osc1 = (float) Math.sin(now / 155.0) * 0.12f;
float osc2 = (float) Math.cos(now / 135.0) * 0.12f;
float osc3 = (float) Math.sin(now / 175.0) * 0.08f;
float kd = AttackAura.getInstance().cooldownFromLastSwing();
float jitter = (1.0f - kd) * 3.0f;
float yawJitter = Mathf.randomValue(-jitter, jitter);
float[] base = calcTargetAngles(target, 0.55f);
float targetYaw = base[0] + osc1 + osc2 + osc3 + yawJitter;
float gcd = dev.kodek.client.utils.rotation.aura.Rotation.getGCDValue();
targetYaw -= (targetYaw - mc.player.rotationYaw) % gcd;

 frozenYaw = targetYaw;
        }
if (!snapActive) {
if (now - lastPitchTime >= 30) {
 lastPitchTime = now;
microPitchTarget = (RNG.nextFloat() - 0.5f) * 1.4f;
            }
microPitchOffset += (microPitchTarget - microPitchOffset) * 0.3f;
} else {
microPitchOffset = 0f;
        }

float finalYaw = frozenYaw;
float finalPitch = MathHelper.clamp(frozenPitch + microPitchOffset, -89f, 89f);

float yawSpeed = snapActive ? 50f : 8f;
float pitchSpeed = snapActive ? 35f : 6f;
float returnYaw = Mathf.randomValue(11f, 16f);
float returnPitch = Mathf.randomValue(5f, 7f);
RotationComponent.update(new Rotation(finalYaw, finalPitch),
yawSpeed, pitchSpeed, returnYaw, returnPitch, 1, 15, false);
    }

private static float[] calcTargetAngles(LivingEntity target, float heightFactor) {
Vector3d eye = mc.player.getEyePosition(mc.getRenderPartialTicks());
        Vector3d point = target.getPositionVec().add(
(RNG.nextDouble() - 0.5) * 0.12,
                target.getHeight() * heightFactor,
(RNG.nextDouble() - 0.5) * 0.12
        );
        Vector3d dir = point.subtract(eye);
float yaw = (float) Math.toDegrees(Math.atan2(-dir.x, dir.z));
float pitch = (float) -Math.toDegrees(Math.atan2(dir.y, Math.hypot(dir.x, dir.z)));
return new float[]{ MathHelper.wrapDegrees(yaw), MathHelper.clamp(pitch, -89f, 89f) };
    }

private static float pickPointHeight() {
float r = RNG.nextFloat(), cumulative = 0f;
for (int i = 0; i < POINT_WEIGHTS.length; i++) {
cumulative += POINT_WEIGHTS[i];
if (r < cumulative) return POINT_HEIGHTS[i];
        }
return POINT_HEIGHTS[1];
    }

private static float easeInOutSine(float t) {
return (float) (-(Math.cos(Math.PI * t) - 1) / 2);
    }

public static void applyDisableTwitch() {
if (mc.player == null) return;
 reset();
    }

public static void reset() {
frozenYaw = Float.NaN;
frozenPitch = Float.NaN;
snapActive = false;
snapProgress = 0f;
prevCanAttack = false;
lastPitchTime = 0;
microPitchOffset = 0f;
microPitchTarget = 0f;
    }
}
на спавне вроде не робит ач
 
шо бы был 100 проц бупас(не оч точно) снапы убрать, и тут вместо статичных значений сделать рандомные как в ретюрн спидах
кому интересна готовая ротка 100 проц бупас запрашивайте личный
бро дай пожалуйста
 
private static final float[] POINT_HEIGHTS = { 0.85f, 0.55f, 0.20f }; private static final float[] POINT_WEIGHTS = { 0.45f, 0.40f, 0.15f }; private static boolean snapActive = false; private static float snapFromYaw = 0f; private static float snapFromPitch = 0f; private static float snapToYaw = 0f; private static float snapToPitch = 0f; private static float snapProgress = 0f; private static final float SNAP_SPEED = 0.22f; private static float frozenYaw = Float.NaN; private static float frozenPitch = Float.NaN; private static boolean prevCanAttack = false; private static long lastPitchTime = 0; private static float microPitchTarget = 0f; private static float microPitchOffset = 0f;
это просто мясо
 
шо бы был 100 проц бупас(не оч точно) снапы убрать, и тут вместо статичных значений сделать рандомные как в ретюрн спидах
кому интересна готовая ротка 100 проц бупас запрашивайте личный
помоги можешь сказать как зделать сто 100 байпасс
 
всем ку сливаю ротку которая может щас работает может нет,не тестил но на момент 14.04 она работала точно и да я знаю что на спавне ач не работает я чисто для примера показал
сс -
Пожалуйста, авторизуйтесь для просмотра ссылки.

код (присутствует щитгпт)-
Java:
Expand Collapse Copy
public final class SpookyTimeRotationNEW implements IMinecraft {
private static final float[] POINT_HEIGHTS = { 0.85f, 0.55f, 0.20f };
private static final float[] POINT_WEIGHTS = { 0.45f, 0.40f, 0.15f };
private static boolean snapActive = false;
private static float snapFromYaw = 0f;
private static float snapFromPitch = 0f;
private static float snapToYaw = 0f;
private static float snapToPitch = 0f;
private static float snapProgress = 0f;
private static final float SNAP_SPEED = 0.22f;
private static float frozenYaw = Float.NaN;
private static float frozenPitch = Float.NaN;
private static boolean prevCanAttack = false;
private static long lastPitchTime = 0;
private static float microPitchTarget = 0f;
private static float microPitchOffset = 0f;
private static final Random RNG = new Random();
public static void rotate(LivingEntity target, boolean canAttack, float attackDistance, boolean check) {
if (target == null || mc.player == null) return;
if (Float.isNaN(frozenYaw)) {
frozenYaw = mc.player.rotationYaw;
frozenPitch = mc.player.rotationPitch;
        }
boolean hitMoment = canAttack && !prevCanAttack;
 prevCanAttack = canAttack;
 if (hitMoment) {
float[] angles = calcTargetAngles(target, pickPointHeight());
snapFromYaw = frozenYaw;
snapFromPitch = frozenPitch - microPitchOffset;
snapToYaw = angles[0];
snapToPitch = angles[1];
snapProgress = 0f;
snapActive = true;
        }
if (snapActive) {
snapProgress = Math.min(1f, snapProgress + SNAP_SPEED);
float ease = easeInOutSine(snapProgress);
float yawDelta = MathHelper.wrapDegrees(snapToYaw - snapFromYaw);
frozenYaw = MathHelper.wrapDegrees(snapFromYaw + yawDelta * ease);
frozenPitch = snapFromPitch + (snapToPitch - snapFromPitch) * ease;
if (snapProgress >= 1f) snapActive = false;
        }

long now = System.currentTimeMillis();
if (!snapActive) {
float osc1 = (float) Math.sin(now / 155.0) * 0.12f;
float osc2 = (float) Math.cos(now / 135.0) * 0.12f;
float osc3 = (float) Math.sin(now / 175.0) * 0.08f;
float kd = AttackAura.getInstance().cooldownFromLastSwing();
float jitter = (1.0f - kd) * 3.0f;
float yawJitter = Mathf.randomValue(-jitter, jitter);
float[] base = calcTargetAngles(target, 0.55f);
float targetYaw = base[0] + osc1 + osc2 + osc3 + yawJitter;
float gcd = dev.kodek.client.utils.rotation.aura.Rotation.getGCDValue();
targetYaw -= (targetYaw - mc.player.rotationYaw) % gcd;

 frozenYaw = targetYaw;
        }
if (!snapActive) {
if (now - lastPitchTime >= 30) {
 lastPitchTime = now;
microPitchTarget = (RNG.nextFloat() - 0.5f) * 1.4f;
            }
microPitchOffset += (microPitchTarget - microPitchOffset) * 0.3f;
} else {
microPitchOffset = 0f;
        }

float finalYaw = frozenYaw;
float finalPitch = MathHelper.clamp(frozenPitch + microPitchOffset, -89f, 89f);

float yawSpeed = snapActive ? 50f : 8f;
float pitchSpeed = snapActive ? 35f : 6f;
float returnYaw = Mathf.randomValue(11f, 16f);
float returnPitch = Mathf.randomValue(5f, 7f);
RotationComponent.update(new Rotation(finalYaw, finalPitch),
yawSpeed, pitchSpeed, returnYaw, returnPitch, 1, 15, false);
    }

private static float[] calcTargetAngles(LivingEntity target, float heightFactor) {
Vector3d eye = mc.player.getEyePosition(mc.getRenderPartialTicks());
        Vector3d point = target.getPositionVec().add(
(RNG.nextDouble() - 0.5) * 0.12,
                target.getHeight() * heightFactor,
(RNG.nextDouble() - 0.5) * 0.12
        );
        Vector3d dir = point.subtract(eye);
float yaw = (float) Math.toDegrees(Math.atan2(-dir.x, dir.z));
float pitch = (float) -Math.toDegrees(Math.atan2(dir.y, Math.hypot(dir.x, dir.z)));
return new float[]{ MathHelper.wrapDegrees(yaw), MathHelper.clamp(pitch, -89f, 89f) };
    }

private static float pickPointHeight() {
float r = RNG.nextFloat(), cumulative = 0f;
for (int i = 0; i < POINT_WEIGHTS.length; i++) {
cumulative += POINT_WEIGHTS[i];
if (r < cumulative) return POINT_HEIGHTS[i];
        }
return POINT_HEIGHTS[1];
    }

private static float easeInOutSine(float t) {
return (float) (-(Math.cos(Math.PI * t) - 1) / 2);
    }

public static void applyDisableTwitch() {
if (mc.player == null) return;
 reset();
    }

public static void reset() {
frozenYaw = Float.NaN;
frozenPitch = Float.NaN;
snapActive = false;
snapProgress = 0f;
prevCanAttack = false;
lastPitchTime = 0;
microPitchOffset = 0f;
microPitchTarget = 0f;
    }
}
бупасит
 
Скрытое содержимое помоги пожалюста как зделать байпасс в этом спукитайма
?
 
?
к чему это? человек спрашивал вообще про другое, он не спрашивал как делать сообщения хайдом
 
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