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An implementation for NCPCompatBukkit is missing. Note that the native access can not set lastYaw nor lastPitch in PlayerConnection (private), but it could set lastYaw and lastPitch in EntityPlayer. Can't guarantee this actually helps with stuff like derp/magnet, because we can not really set the outcome of a PlayerMoveEvent without rubberbanding the whole planet. Hacks could send enough packets per tick to keep freezing people - we might be able to keep track of yaw/pitch correction and cancel (most) attacking for the same tick after yaw correction (invalidate "same" with in-bounds yaw). |
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src/main/java/fr/neatmonster/nocheatplus/compat/cb3026 | ||
pom.xml |