Bypass SendPacketEvent for Criticals motion updates
This solves interception by NoFall causing the packets to not set a fall damagemain
parent
f21aadb117
commit
e174655189
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@ -21,14 +21,14 @@ class Criticals : Feature("Criticals", FeatureCategory.COMBAT) {
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return@on
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return@on
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player.isSprinting = false
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player.isSprinting = false
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player.networkHandler.sendPacket(
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player.networkHandler.connection.send(
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ClientCommandC2SPacket(
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ClientCommandC2SPacket(
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player,
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player,
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ClientCommandC2SPacket.Mode.STOP_SPRINTING
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ClientCommandC2SPacket.Mode.STOP_SPRINTING
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)
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)
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)
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)
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player.networkHandler.sendPacket(
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player.networkHandler.connection.send(
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PlayerMoveC2SPacket.PositionAndOnGround(
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PlayerMoveC2SPacket.PositionAndOnGround(
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player.x,
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player.x,
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player.y + 0.0625,
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player.y + 0.0625,
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@ -37,7 +37,7 @@ class Criticals : Feature("Criticals", FeatureCategory.COMBAT) {
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)
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)
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)
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)
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player.networkHandler.sendPacket(
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player.networkHandler.connection.send(
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PlayerMoveC2SPacket.PositionAndOnGround(
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PlayerMoveC2SPacket.PositionAndOnGround(
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player.x,
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player.x,
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player.y,
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player.y,
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