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MasterOf13FPS

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MasterOf13FPS
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Könnt ihr mir helfen? ps hier meine entityplayersp class



Code:
  public void func_175161_p()
    {
      EventPreMotionUpdate eventPre = new EventPreMotionUpdate(this.posY, this.rotationYaw, this.renderArmPitch, this.onGround);
      EventManager.call(eventPre);
      EventAim eventAim = new EventAim(this.rotationYaw, this.rotationPitch);
      EventManager.call(eventAim);
      
      boolean var1 = isSprinting();
      if (var1 != this.field_175171_bO)
      {
        if (var1) {
          this.sendQueue.addToSendQueue(new C0BPacketEntityAction(this, C0BPacketEntityAction.Action.START_SPRINTING));
        } else {
          this.sendQueue.addToSendQueue(new C0BPacketEntityAction(this, C0BPacketEntityAction.Action.STOP_SPRINTING));
        }
        this.field_175171_bO = var1;
      }
      boolean var2 = isSneaking();
      if (var2 != this.field_175170_bN)
      {
        if (var2) {
          this.sendQueue.addToSendQueue(new C0BPacketEntityAction(this, C0BPacketEntityAction.Action.START_SNEAKING));
        } else {
          this.sendQueue.addToSendQueue(new C0BPacketEntityAction(this, C0BPacketEntityAction.Action.STOP_SNEAKING));
        }
        this.field_175170_bN = var2;
      }
      if (func_175160_A())
      {
        double var3 = this.posX - this.field_175172_bI;
        double var5 = getEntityBoundingBox().minY - this.field_175166_bJ;
        double var7 = this.posZ - this.field_175167_bK;
        double var9 = this.rotationYaw - this.field_175164_bL;
        double var11 = this.rotationPitch - this.field_175165_bM;
        boolean var13 = (var3 * var3 + var5 * var5 + var7 * var7 > 9.0E-4D) || (this.field_175168_bP >= 20);
        boolean var14 = (var9 != 0.0D) || (var11 != 0.0D);
        if (this.ridingEntity == null)
        {
            boolean sendlook = true;
            if ((var13) && (var14)) {
                this.sendQueue.addToSendQueue(new C03PacketPlayer.C06PacketPlayerPosLook(this.posX, getEntityBoundingBox().minY, this.posZ, this.rotationYaw, this.rotationPitch, this.onGround));
              } else if (var13) {
                this.sendQueue.addToSendQueue(new C03PacketPlayer.C04PacketPlayerPosition(this.posX, getEntityBoundingBox().minY, this.posZ, this.onGround));
              } else if (var14) {
                this.sendQueue.addToSendQueue(new C03PacketPlayer.C05PacketPlayerLook(this.rotationYaw, this.rotationPitch, this.onGround));
              } else {
                  
                this.sendQueue.addToSendQueue(new C03PacketPlayer(this.onGround));
                sendlook = false;
              }
            if(sendlook == false && Autist.instance.moduleManager.getModule(Aura.class).isEnabled()) {
                if(TimeHelper.hasReached(85)) {
                 this.sendQueue.addToSendQueue(new C03PacketPlayer.C05PacketPlayerLook(this.rotationYaw, this.rotationPitch, this.onGround));
                
                 TimeHelper.reset();
                
                }
                
            }
            }
            else
            {
              this.sendQueue.addToSendQueue(new C03PacketPlayer.C06PacketPlayerPosLook(this.motionX, -999.0D, this.motionZ, this.rotationYaw, this.rotationPitch, this.onGround));
              var13 = false;
            }
        this.field_175168_bP += 1;
        if (var13)
        {
          this.field_175172_bI = this.posX;
          this.field_175166_bJ = getEntityBoundingBox().minY;
          this.field_175167_bK = this.posZ;
          this.field_175168_bP = 0;
        }
        if (var14)
        {
          this.field_175164_bL = this.rotationYaw;
          this.field_175165_bM = this.rotationPitch;
        }
      }
    }


//rotation code
 
Versetz mal TimeHelper.reset(); um eine Klammer nach unten und schau, was passiert
 
Versetz mal TimeHelper.reset(); um eine Klammer nach unten und schau, was passiert
okay ^^ ps timehelper ist da um nicht autogekickt zu werden aacp
 
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