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Add comments, reorder slightly.
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@ -76,6 +76,7 @@ public class CreativeFly extends Check {
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final double speedModifier = mcAccess.getFasterMovementAmplifier(player);
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final double fSpeed;
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// TODO: Make this configurable ! [Speed effect should not affect flying if not on ground.]
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if (speedModifier == Double.NEGATIVE_INFINITY) fSpeed = 1D;
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else fSpeed = 1D + 0.2D * (speedModifier + 1D);
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@ -88,25 +89,29 @@ public class CreativeFly extends Check {
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data.bunnyhopDelay--;
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if (resultH > 0 && sprinting)
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if (resultH > 0 && sprinting){
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// TODO: Flying and bunnyhop ? <- 8 blocks per second - could be a case.
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// Try to treat it as a the "bunnyhop" problem. The bunnyhop problem is that landing and immediately jumping
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// again leads to a player moving almost twice as far in that step.
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if (data.bunnyhopDelay <= 0 && resultH < 0.4D) {
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data.bunnyhopDelay = 9;
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resultH = 0D;
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}
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}
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resultH *= 100D;
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final double limitV = cc.creativeFlyVerticalSpeed / 100D * VERTICAL_SPEED; // * data.jumpAmplifier;
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// Super simple, just check distance compared to max distance vertical.
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// TODO: max descending speed ! [max fall speed, use maximum with speed or added ?]
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final double resultV = Math.max(0D, yDistance - data.verticalFreedom - limitV) * 100D;
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final double result = resultH + resultV;
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// The player went to far, either horizontal or vertical.
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if (result > 0D) {
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// TODO: Get rid of creativeFlyPreviousRefused.
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if (data.creativeFlyPreviousRefused) {
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// Increment violation level.
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data.creativeFlyVL += result;
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@ -74,29 +74,42 @@ public class MovingData extends ACheckData {
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*/
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private static final MediumLiftOff defaultMediumLiftOff = MediumLiftOff.LIMIT_JUMP;
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// Violation levels.
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// Violation levels -----
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public double creativeFlyVL = 0D;
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public double morePacketsVL = 0D;
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public double morePacketsVehicleVL = 0D;
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public double noFallVL = 0D;
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public double survivalFlyVL = 0D;
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// Data shared between the fly checks.
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// Data shared between the fly checks -----
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public int bunnyhopDelay;
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public double horizontalFreedom;
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public double jumpAmplifier;
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// Velocity handling.
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// TODO: consider resetting these with clearFlyData and onSetBack.
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public double verticalFreedom;
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public double horizontalVelocityCounter;
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public double verticalVelocity;
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public int verticalVelocityCounter;
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public double horizontalVelocityCounter;
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public double horizontalFreedom;
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// Coordinates.
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/** Last from coordinates. */
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public double fromX = Double.MAX_VALUE, fromY, fromZ;
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/** Last to coordinates. */
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public double toX = Double.MAX_VALUE, toY, toZ;
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// sf rather
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/** To/from was ground or web or assumed to be etc. */
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public boolean toWasReset, fromWasReset;
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public MediumLiftOff mediumLiftOff = defaultMediumLiftOff;
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// Locations shared between all checks.
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private Location setBack = null;
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private Location teleported = null;
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// Check specific data -----
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// Data of the creative check.
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public boolean creativeFlyPreviousRefused;
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@ -117,8 +130,6 @@ public class MovingData extends ACheckData {
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// Data of the no fall check.
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public float noFallFallDistance = 0;
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// public boolean noFallOnGround;
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// public boolean noFallWasOnGround;
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/** Last y coordinate from when the player was on ground. */
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public double noFallMaxY = 0;
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/** Indicate that NoFall should assume the player to be on ground. */
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@ -145,16 +156,8 @@ public class MovingData extends ACheckData {
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public long sfVLTime = 0;
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// Accounting info.
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// TODO: optimize later.
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// public final ActionFrequency hDistCount = new ActionFrequency(3, 333);
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// public final ActionFrequency hDistSum = new ActionFrequency(3, 333);
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public final ActionAccumulator vDistAcc = new ActionAccumulator(3, 3);
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// public final ActionFrequency vDistSum = new ActionFrequency(3, 333);
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// public final ActionFrequency vDistCount = new ActionFrequency(3, 333);
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// Locations shared between all checks.
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private Location setBack = null;
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private Location teleported = null;
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/**
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* Clear the data of the fly checks (not more-packets).
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