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fixed a few bypassing issues in criticals
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1zun4 committed Jun 8, 2021
1 parent eb0045d commit bb7fd72
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Showing 2 changed files with 14 additions and 6 deletions.
Expand Up @@ -28,6 +28,7 @@ import net.ccbluex.liquidbounce.event.handler
import net.ccbluex.liquidbounce.event.repeatable
import net.ccbluex.liquidbounce.features.module.Category
import net.ccbluex.liquidbounce.features.module.Module
import net.ccbluex.liquidbounce.features.module.modules.movement.ModuleFly
import net.ccbluex.liquidbounce.utils.combat.findEnemy
import net.ccbluex.liquidbounce.utils.entity.FallingPlayer
import net.ccbluex.liquidbounce.utils.entity.exactPosition
Expand Down Expand Up @@ -69,6 +70,10 @@ object ModuleCriticals : Module("Criticals", Category.COMBAT) {
return@handler
}

if (!canCrit(player, false)) {
return@handler
}

val (x, y, z) = player.exactPosition

network.sendPacket(PlayerMoveC2SPacket.PositionOnly(x, y + 0.11, z, false))
Expand Down Expand Up @@ -107,8 +112,10 @@ object ModuleCriticals : Module("Criticals", Category.COMBAT) {
val (_, _) = world.findEnemy(range) ?: return@handler

if (player.isOnGround) {
// Simulate player jumping and send jump stat increment
player.jump()
player.upwards(height)
// Jump upwards specific height, increment not needed because it has already been sent by jump function
player.upwards(height, increment = false)
}
}

Expand Down Expand Up @@ -224,9 +231,10 @@ object ModuleCriticals : Module("Criticals", Category.COMBAT) {
}

fun canCrit(player: ClientPlayerEntity, ignoreOnGround: Boolean = false) =
!player.isInLava && !player.isTouchingWater && !player.isClimbing && !player.hasNoGravity() && !player.hasStatusEffect(
StatusEffects.LEVITATION
) && !player.hasStatusEffect(StatusEffects.BLINDNESS) && !player.hasStatusEffect(StatusEffects.SLOW_FALLING) && !player.isRiding && (!player.isOnGround || ignoreOnGround)
!player.isInLava && !player.isTouchingWater && !player.isClimbing && !player.hasNoGravity()
&& !player.hasStatusEffect(StatusEffects.LEVITATION) && !player.hasStatusEffect(StatusEffects.BLINDNESS)
&& !player.hasStatusEffect(StatusEffects.SLOW_FALLING) && !player.isRiding && (!player.isOnGround || ignoreOnGround)
&& !ModuleFly.enabled

fun getCooldownDamageFactorWithCurrentTickDelta(player: PlayerEntity, tickDelta: Float): Float {
val base = ((player.lastAttackedTicks.toFloat() + tickDelta + 0.5f) / player.attackCooldownProgressPerTick)
Expand Down
Expand Up @@ -70,9 +70,9 @@ val ClientPlayerEntity.directionYaw: Float
val PlayerEntity.sqrtSpeed: Double
get() = velocity.sqrtSpeed

fun ClientPlayerEntity.upwards(height: Float) {
fun ClientPlayerEntity.upwards(height: Float, increment: Boolean = true) {
// Might be a jump
if (isOnGround) {
if (isOnGround && increment) {
// Allows to bypass modern anti cheat techniques
incrementStat(Stats.JUMP)
}
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