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Add BadPackets1 #1485
base: 2.0
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Add BadPackets1 #1485
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Duplicate packets can be sent within 0.03 from what I remember, that's why it checks within 0.03 for duplicate packet, I'd double check Oh, but you're checking |
BadPacketsAA looks cleaner then BadPackets1 |
I'm checking that because players who are standing still don't send flying packets on 1.9+. |
AA looks like it could be a subcheck of A |
We don't update the player position if it's a duplicate |
No I think "A1" would be a subcheck of A. BadPackets1 just looks weird. |
Some people might think it does |
Okay? What's the problem. Even if read as "subclass" it's still its own check, so this argument is flawed. |
Move the discussion of the check name to the Discord server |
I'm banned I think lol |
if (event.getPacketType() == PacketType.Play.Client.PLAYER_POSITION || event.getPacketType() == PacketType.Play.Client.PLAYER_POSITION_AND_ROTATION) { | ||
final double delta = Math.sqrt((player.x - player.lastX) * (player.x - player.lastX) + (player.y - player.lastY) * (player.y - player.lastY) + (player.z - player.lastZ) * (player.z - player.lastZ)); | ||
// This seems to be valid for 1.17 duplicates, don't exempt | ||
if (!player.packetStateData.lastPacketWasTeleport && !lastLastPacketWasTeleport && player.checkManager.getPacketCheck(BadPacketsE.class).noReminderTicks < 20 && !player.skippedTickInActualMovement) { |
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wouldn't getting BadPacketsE every single time cause a bit of lag?
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Do you have any other solution that doesn't involve storing it twice?
src/main/java/ac/grim/grimac/checks/impl/badpackets/BadPackets1.java
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Still falses with teleports, boat leaving, etc |
I still think you should rename to BadPacketsAA |
False Positive; Note: BadPacketsH for me is this
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Should be fixed now, lmk if you can still false |
Can you still replicate? |
check for moving too little