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Bereits vorhandenen Code posten, dann helfen wir dir gerne weiter.
 
Java:
if (mc.gameSettings.keyBindAttack.pressed == true) {

            if (mc.objectMouseOver.typeOfHit != null && mc.objectMouseOver.typeOfHit == MovingObjectType.BLOCK) {
                double bX = mc.thePlayer.posX;
                double bY = mc.thePlayer.posY - 1;
                double bZ = mc.thePlayer.posZ;
                BlockPos pb = new BlockPos(bX, bY, bZ);

                MovingObjectPosition ray = rayTrace(500.0D);
                if (ray == null) {
                    return;
                }
                if (mc.theWorld.getBlockState(pb).getBlock() != Blocks.air) {
                    double x_old;
                    double y_old;
                    double z_old;
                    double x_new;
                    double y_new;
                    double z_new;

                    x_old = mc.thePlayer.posX;
                    y_old = mc.thePlayer.posY;
                    z_old = mc.thePlayer.posZ;
                    x_new = mc.objectMouseOver.getBlockPos().getX() + 0.5D;
                    y_new = mc.objectMouseOver.getBlockPos().getY() + 1;
                    z_new = mc.objectMouseOver.getBlockPos().getZ();

                    double distance = mc.thePlayer.getDistance(x_new, y_new, z_new);
                    for (double d = 0.0D; d < distance; d += 2.0D) {
                        setPos(mc.thePlayer.posX
                                + (x_new - mc.thePlayer.getHorizontalFacing().getFrontOffsetX() - mc.thePlayer.posX) * d
                                        / distance,
                                mc.thePlayer.posY + (y_new - mc.thePlayer.posY) * d / distance,
                                mc.thePlayer.posZ + (z_new - mc.thePlayer.getHorizontalFacing().getFrontOffsetZ()
                                        - mc.thePlayer.posZ) * d / distance);
                    }
                    setPos(x_new, y_new, z_new);

                    mc.renderGlobal.loadRenderers();
                }

            }

        }
 
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