added features
Dont know why you would want aimbot on no matter what.
hold on, i just noticed your the guy from the chernos grass code review while browsing through your repos and came accross your GLGrass.
just relised some of my code comments for trying to only aim assist when holding a weapon is still there. i tried like all day and cant find out how, half of the mcp mappings dont work :( sorry
reset is useful because if you disable a cheat you wouldn't want it to keep the settings. e.g. if i enable and set reach (which is broken) to 6 blocks and then i disable reach i will still have the 6 block reach active, reset function lets you do something when the user disables a cheat e.g. set reach back to 3 without altering the user preferences.
Speed is currently broken, VClip has a bug (i think its minecrafts problem not mine though), and im fixing velocity and making it its own cheat prob tmr. also want to add "temporary modules", it will basically just execute the cheat once and then stop (useful for vclip). ill try to also do some UI changes and bug fixes tmr but idk. also please use MCP Mapping Viewer for accurate mapping since udp is limited, most other resources are outdated or dont provide useful and/or accurate information and more. maybe ill add it to the readme (as a contributor guide or something?). dont merge rn
i needed to cast the coords to double when calling the method. i would use doubles for x,y,z but i dont think we have ImGui::InputDouble() yet (havnt looked so dont quote me)
also i removed PlayerControllerMP for know since it was causing some injection issues. ill add it back once ive solved the problem
i have to change Phantom.* to only run reset() once eventually. but right now its still practical since only one cheat uses this function currently.
i spent a while on the velocity and but nothing really works. ive used setVelocity (DDD)V and motion. D with different conditions with player damage but it either:
- sometimes doesn't work randomly
- works all the time but disables velocity/ sets motion for a prolonged period.
some other clients use these exact same techniques and dont have these issues.
the reason for it sometimes not working could possible be because it takes to long (more than 1 seconds) to get the player(Max)HurtTime() and after it gets the data its too late and the player is no longer on the first second of damage taken.
and the reason for the prolonged one is because player.getMaxHurtTime() > 0 could be from 10 to 0 which would be ten seconds of motion/velocity change.