Commits on Sep 13, 2026
-
Backtrack, bow aimbot with lead, sprint reset, hitbox expander
…
Backtrack: a second injected netty handler (lodestone/Backtrack) spliced before packet_handler that holds the current target's movement packets for a bounded delay and re-fires them on the same event loop. The server rewinds the target to where your latency says you last saw it when validating a hit, so hitting the delayed position still lands as long as the delay stays inside that rewind window. Only the target's movement is held; everything else passes instantly. Entity id per packet is resolved reflectively once per class and cached. Bow aimbot: solves the launch angle by simulating the arrow — power*3 initial speed, 0.05 gravity, 0.99 drag per tick — and leads the target by its own velocity, converging flight time and lead together. Aims only; the release is still yours. Sprint reset: stops and restarts sprint around an aura swing so the hit lands on a sprint (re)start and takes the knockback bonus. Off when criticals is on, since a crit needs no sprint. Hitbox: expands the target box outward by a configurable margin for selection and aim, within the reach tolerance the server already allows. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
lodestone committed 1 day ago -
Force-send position so witness-dependent moves reach the server
…
Criticals, and any move the server has to see to credit, only worked on the tick's own position send — and not at all while Blink held those sends back. World.flush_position builds a ServerboundMovePlayerPacket.PosRot and sends it through the client's own ClientPacketListener.send, then updates xLast/yLast/ zLast so the client agrees a packet went out. Criticals now flushes the leaving-ground position on the hop, so the server registers off-ground-and- descending at the moment it matters regardless of Blink. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
lodestone committed 1 day ago
NewerOlder