-
Notifications
You must be signed in to change notification settings - Fork 366
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
RotationPlace false positive #1901
Comments
we do wait for the position packet |
line 102 is 1.7 players... |
This happens on all versions. Target block can be updated on render instead of tick, it can probably false even post flying |
Sorry I didn't read source correctly, it seems to be fine. Which is weird because im still abled to flag on vanilla. Maybe it has to do with this?
its not using player.lastYRot for the second one maybe it should? |
Are you telling me I'm wasting my time slowly making LineOfSightPlace perfect? How tf does it false even post fly? |
Describe the false positive and how to replicate it
happens on older versions only i think, on line 102 a comment falsely assumes that the latest rotation is always up to data when placing. However this is not true at all. Since on 1.8.9 the placing of blocks gets handled before sending the player position packet. So if the yaw or pitch changed on the tick that you place a block grim will flag you.
I suggest somehow waiting with verifying the rotation until the PlayerPositionPacket is send so that you can use the latest rotation and properly check the placement.
to test this just boot up 1.8.9 and start placing blocks while moving your mouse quickly
Grim version
2.3.69 was testing on loyisa
Server version
idk some 1.8.9 server
Client version
1.8.9
Plugins
idk
The text was updated successfully, but these errors were encountered: