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[Bleeding] Account for server side lag in combined.yawrate.
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@ -2,6 +2,8 @@ package fr.neatmonster.nocheatplus.checks.combined;
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import org.bukkit.entity.Player;
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import fr.neatmonster.nocheatplus.utilities.TickTask;
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/**
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* Static access API for shared use. This is actually not really a check, but access to combined or shared data.
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@ -108,9 +110,39 @@ public class Combined {
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final CombinedConfig cc = CombinedConfig.getConfig(player);
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// Angle diff per second
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final float total = Math.max(data.yawFreq.score(1f), data.yawFreq.bucketScore(0) * 3f);
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final float threshold = cc.yawRate;
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// Angle diff per second
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final float stScore = data.yawFreq.bucketScore(0) * 3f; // TODO: Better have it 2.5 with lower threshold ?
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final float stViol;
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if (stScore > threshold){
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// Account for server side lag.
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if (!cc.lag || TickTask.getLag(data.yawFreq.bucketDuration(), true) < 1.2){
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stViol = stScore;
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}
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else{
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stViol = 0;
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}
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}
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else{
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stViol = 0f;
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}
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final float fullScore = data.yawFreq.score(1f);
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final float fullViol;
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if (fullScore > threshold){
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// Account for server side lag.
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if (cc.lag){
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fullViol = fullScore / TickTask.getLag(data.yawFreq.bucketDuration() * data.yawFreq.numberOfBuckets(), true);
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}
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else{
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fullViol = fullScore;
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}
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}
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else{
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fullViol = 0;
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}
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final float total = Math.max(stViol, fullViol);
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boolean cancel = false;
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if (total > threshold){
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// Add time
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