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Add Breaking Checks #1639
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Add Breaking Checks #1639
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Actually the prediction engine is just impossible to fix without breaking other things |
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I just changed Verbose to its abbreviation, the fact is
I just changed Verbose to its abbreviation, the fact is if (flagAndAlert("d= " + Math.sqrt(min) + "\nm= " + maxReach) && shouldModifyPackets()) { |
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In version 1.8 of the server, org.bukkit.block.data.BlockData does not exist, causing players to be kicked when start resyncPosition |
it shouldn't be using BlockData unless the server is 1.13+ I wonder if it's getting |
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If you're still struggling to account for tick skipping have you considered calling your method everytime the client ticks reliably, and if your check runs and the client hasn't been ticking reliable, to just give the client the maximum possible uncertainty within the time since the last break and current time as uncertainty? |
That’s a solid suggestion! Even though I'm not a coder, it sounds like a great approach to handle tick skipping. Adjusting uncertainty based on time difference could really help with more accurate detection. I agree, it's worth testing out! |
Besides your ray trace check (FastBreakB) giving extra uncertainty to 1.8 players when they don't need it, I see nothing wrong? Are there any known issues still plaguing this check? |
Where |
In FastBreakB you expand eyePositions by |
I just copied it from rotationplace |
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How can I compensate tick skipping in fastbreak?