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[Bleeding] Account for lag for vertical accounting in
moving.survivalfly.
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@ -17,6 +17,7 @@ import fr.neatmonster.nocheatplus.utilities.ActionFrequency;
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import fr.neatmonster.nocheatplus.utilities.BlockProperties;
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import fr.neatmonster.nocheatplus.utilities.CheckUtils;
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import fr.neatmonster.nocheatplus.utilities.PlayerLocation;
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import fr.neatmonster.nocheatplus.utilities.TickTask;
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/*
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* MP""""""`MM oo dP MM""""""""`M dP
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@ -542,7 +543,22 @@ public class SurvivalFly extends Check {
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}
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else if (data.verticalFreedom <= 0.001D) {
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// Here yDistance can be negative and positive (!).
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if (yDistance != 0D) vDistanceAboveLimit = Math.max(vDistanceAboveLimit, verticalAccounting(now, yDistance, data.vDistSum, data.vDistCount ,tags, "vacc"));
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if (yDistance != 0D){
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final double accAboveLimit = verticalAccounting(now, yDistance, data.vDistSum, data.vDistCount ,tags, "vacc");
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if (accAboveLimit > vDistanceAboveLimit){
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// Account for lag.
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// TODO: 1.1 might be too pessimistic.
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if (cc.lag && TickTask.getLag(data.vDistCount.bucketDuration() * data.vDistCount.numberOfBuckets(), true) > 1.1){
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data.vDistCount.clear(now);
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data.vDistSum.clear(now);
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}
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else{
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// Accept as violation.
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vDistanceAboveLimit = accAboveLimit;
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}
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}
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}
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}
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else{
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// TODO: Just to exclude source of error, might be redundant.
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