var scriptName = "CleanNoFall";
var scriptVersion = 2.3;
var scriptAuthor = "yorik100";
var C03PacketPlayer = Java.type('net.minecraft.network.play.client.C03PacketPlayer');
var C04PacketPlayerPosition = Java.type('net.minecraft.network.play.client.C03PacketPlayer.C04PacketPlayerPosition')
var C05PacketPlayerLook = Java.type('net.minecraft.network.play.client.C03PacketPlayer.C05PacketPlayerLook');
var C06PacketPlayerPosLook = Java.type('net.minecraft.network.play.client.C03PacketPlayer.C06PacketPlayerPosLook');
var S08PacketPlayerPosLook = Java.type("net.minecraft.network.play.server.S08PacketPlayerPosLook");
var blinkModule = moduleManager.getModule("Blink");
var AxisAlignedBB = Java.type("net.minecraft.util.AxisAlignedBB");
var cleanNoFall = new CleanNoFall();
var client;
function inVoid() {
if (mc.thePlayer.posY < -1.8) {
return true;
} else {
return mc.theWorld.getCollidingBoundingBoxes(mc.thePlayer, mc.thePlayer.getEntityBoundingBox().offset(0, -(mc.thePlayer.posY / 2), 0).expand(0, (mc.thePlayer.posY / 2), 0)).isEmpty();
}
}
function CleanNoFall() {
var Mode = value.createList("Mode", ["Packet", "Verus", "AACFlag", "FlagGround", "AACPacket"], "Packet");
var NoVoidSpoof = value.createBoolean("NoVoidSpoof", false);
var MinFallenBlocksToSpoof = value.createInteger("MinFallenBlocksToSpoof", 16, 0, 30);
this.getName = function() {
return "SwitchNoFall";
};
this.getDescription = function() {
return "NoFall";
};
this.getCategory = function() {
return "Player";
};
this.addValues = function(values) {
values.add(NoVoidSpoof);
values.add(MinFallenBlocksToSpoof);
values.add(Mode);
};
this.getTag = function() {
return Mode.get();
}
var posY = 0;
var pulse = false;
var pos = 0;
var packets = [];
this.onEnable = function() {
posY = mc.thePlayer.posY;
this.mario = 0;
this.happened = false;
this.isFalling = false;
var packets = [];
};
this.onDisable = function() {
if (packets.length > 0) {
this.isFalling = false;
for (var i = 0; i < packets.length; i++) {
var packet = packets[i];
mc.thePlayer.sendQueue.addToSendQueue(packet);
}
packets = [];
}
};
this.onUpdate = function() {
if (mc.thePlayer.onGround) {
this.mario = 0;
}
if (Mode.get() == "AACPacket" && mc.thePlayer.motionY > -0.18 && (!inVoid() || !NoVoidSpoof.get() || mc.thePlayer.fallDistance <= MinFallenBlocksToSpoof.get()) && mc.theWorld.getCollidingBoundingBoxes(mc.thePlayer, mc.thePlayer.getEntityBoundingBox().offset((mc.thePlayer.motionX * 2), -1.5, (mc.thePlayer.motionZ * 2)).expand(0, 0, 0)).isEmpty() && !(mc.thePlayer.motionY >= 0 || mc.thePlayer.isInWater() || mc.thePlayer.isInLava() || mc.thePlayer.isOnLadder() || mc.thePlayer.isInWeb || mc.thePlayer.ridingEntity != null) && !this.isFalling) {
this.isFalling = true;
}
if (mc.thePlayer.isInWater() || mc.thePlayer.isInLava() || mc.thePlayer.isOnLadder() || mc.thePlayer.isInWeb || mc.thePlayer.ridingEntity != null) {
this.mario = mc.thePlayer.fallDistance - 0.2;
}
if ((Mode.get() == "AACPacket" || packets.length > 0) && (mc.thePlayer.onGround || mc.thePlayer.motionY >= 0 || !mc.theWorld.getCollidingBoundingBoxes(mc.thePlayer, mc.thePlayer.getEntityBoundingBox().offset(0, (mc.thePlayer.motionY - 0.08) * 0.98, 0).expand(0, 0, 0)).isEmpty() || (inVoid() && NoVoidSpoof.get() && mc.thePlayer.fallDistance <= MinFallenBlocksToSpoof.get()) || (mc.thePlayer.isInWater() || mc.thePlayer.isInLava() || mc.thePlayer.isOnLadder() || mc.thePlayer.isInWeb || mc.thePlayer.ridingEntity != null) || packets.length >= 29)) {
if (this.isFalling) {
this.isFalling = false;
if (packets.length > 0) {
for (var i = 0; i < packets.length; i++) {
var packet = packets[i];
mc.thePlayer.sendQueue.addToSendQueue(packet);
}
packets = [];
}
}
}
}
this.onPacket = function(event) {
var packet = event.getPacket();
if (mc.theWorld != null && mc.thePlayer != null) {
if (packet instanceof S08PacketPlayerPosLook) {
this.mario = mc.thePlayer.fallDistance - 0.2;
this.happened = false;
this.isFalling = false;
if (packets.length > 0) {
for (var i = 0; i < packets.length; i++) {
var packet = packets[i];
mc.thePlayer.sendQueue.addToSendQueue(packet);
}
packets = [];
}
}
if (!inVoid() || !NoVoidSpoof.get() || mc.thePlayer.fallDistance <= MinFallenBlocksToSpoof.get()) {
switch (Mode.get()) {
case "Packet":
if (packet instanceof C04PacketPlayerPosition || packet instanceof C06PacketPlayerPosLook) {
if ((posY - packet.y > 2.7) && !mc.thePlayer.onGround) {
packet.onGround = true;
}
if (posY != packet.y) {
posY = packet.y;
}
}
if (packet instanceof C03PacketPlayer && (mc.thePlayer.fallDistance >= (this.mario + 3.2))) {
this.mario = mc.thePlayer.fallDistance - 0.2;
packet.onGround = true;
}
break;
case "AACPacket":
if (packet instanceof C03PacketPlayer && this.isFalling && !event.isCancelled()) {
packet.onGround = true;
event.cancelEvent();
packets.push(packet);
}
break;
case "Verus":
if (packet instanceof C03PacketPlayer && (mc.thePlayer.fallDistance >= (this.mario + 3.2))) {
this.mario = mc.thePlayer.fallDistance - 0.2;
packet.onGround = true;
mc.thePlayer.motionY = 0;
}
break;
case "AACFlag":
if (packet instanceof C03PacketPlayer && (mc.thePlayer.fallDistance >= (this.mario + 2.6))) {
this.mario = mc.thePlayer.fallDistance - 0.3;
packet.onGround = true;
mc.thePlayer.motionY = 0;
}
break;
case "FlagGround":
if (mc.thePlayer.fallDistance >= (this.mario + 3.2)) {
this.happened = true;
}
if (packet instanceof C03PacketPlayer && packet.onGround && this.happened) {
packet.y -= 0.5;
packet.onGround = true;
this.happened = false;
packet.onGround = false;
}
break;
}
}
}
}
}
function onLoad() {}
function onEnable() {
client = moduleManager.registerModule(cleanNoFall);
}
function onDisable() {
moduleManager.unregisterModule(client);
}

Best posts made by yorik100
-
SwitchNoFall (BetterNoFall recode)
-
RE: how to find out the server's anti-cheat
@рома-0 said in how to find out the server's anti-cheat:
how to find out the server's anti-cheat
AntiCheat Heuristics
Verus - Rewinside fly works, bans you for many stuff, /recentlogs should return something unusual
NCP - Strafe works/You get lagged back instead of dragged down unlike AAC, /ncp may return unusual command
Matrix - When spoofing ground in mid-air, teleports you back to ground, Matrix WallClimb works, strafe takes a while to detect you, /matrix outputs something unusual
AAC - Strafe gets instablocked and teleports you mid-air on yourself instead of teleporting you to the ground, /aac returns your usual AAC haxxor rekker or some shit like that
Spartan - Teleports you to the ground when flagging, regen/fastuse completly working, Spartan YPort works when going forward AND sideways but doesn't work when only going forward, /spartan returns something unusual
Vulcan 1.0 - Fastplacing blocks under you in a protected area and walking horizontally on them will get you banned, regen (speed 10) works if you use my Verus packet fixer
Karhu 1.0 - WTapping will flag you for reach
Vulcan (any version) - Toggling freecam should nearly instaban you
Karhu 2.0 - Any antikb should ban you pretty much
Reflex - Hitting an entity will get you banned
Gurei/TakaAC - Moving will get you banned
Noone of the above - GodsEye/JIJanitor? Who uses this anyways -
RE: [EXPOSED] Coccocoa
All this time I thought he was actually Coccocoa and that he suddently lost most of his braincells
-
RE: [script]HitCircle
People literally have no idea what the HitCircle is for actually XD, its only utility is so see the trajectory of the TargetStrafe, but LiquidBounce doesn't have one, it's useless, to whoever saying "It's useful to see your opponent's hit distance" is wrong btw
-
RE: LiquidSense Free by AquaVit ! Free Download
DOWNLOAD AT YOUR OWN RISK!
-
RE: [EXPOSED] Coccocoa
@Gabriel said in [EXPOSED] Coccocoa:
About Coccocoa...
He claims that i copied his name. That's false, i used to edit his configs, but he never used the edited configs made by me.EDIT: He also blocked me today. (EDIT: Because i "copied" his name
You're an idiot
-
[Core] [Untested] VolatileSpeed OpenSource
Made that a long time ago, never tested it, its purpose is to help finding bypassing stuff on ACs, I didn't add too much specific options like "Timer" or even "Y Port", I kept it simple. Requires Core
Note : I never ever loaded this script because I'm way too lazy, I don't know if it loads, I don't know if it has any FPS issues, I don't know if everything works
-
RE: LiquidSense Free by AquaVit ! Free Download
@XxcoolboyxX said in LiquidSense Free by AquaVit ! Free Download:
@yorik100 its not a rat noob
I never said it was, I just said that it possibly could be
Latest posts made by yorik100
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RE: How to make a blink script with options (pulsedelay, pulse, inbound, outbound)
@Plumer-Man said in How to make a blink script with options (pulsedelay, pulse, inbound, outbound):
@yorik100 (would also flag anti good anti cheat)
It is literally the equivalent of setting your download speed to 0 lol, would flag BAD anticheats for sure
-
RE: How to make a blink script with options (pulsedelay, pulse, inbound, outbound)
@CzechHek said in How to make a blink script with options (pulsedelay, pulse, inbound, outbound):
@plumer-man Why would you even freeze inbound packets, in fact you can also do that by cancelling the event and processing cached packets later using net handler.
It fucks up anticheats and it gigabroken in sumo, basically you end up taking "no knockback" while still hitting someone from where they used to be which could end up making you 6 blocking him
-
RE: [JS]TeleportAura 0.7(By Mumy)(updated)
@commandblock2 said in [JS]TeleportAura 0.5demo(By Mumy)(updated):
@yorik100 is it capable of doing hclip? like the mineplex phase lmao, that would require you to cancel the S08 if you know where exactly the server would send you the S08
You could implement something similar to Mineplex phase which would allow you to hit people through 1 blocks horizontally.
Regarding "that would require you to cancel the S08 if you know where exactly the server would send you the S08", that's complete bullshit and misinformation
It would go like this
The blue squares being what the TeleportAura positions would be, it would move 0.01 blocks into the 1 block thick wall and then move behind that wall and then move to the target and then move back 0.01 into the 1 block thick wall but this time on the other side and then behind the wall and then back to original position, note that this does not work on every blocks for some reasons, I don't know which blocks it doesn't work on but it works on every full blocks -
RE: [JS]TeleportAura 0.7(By Mumy)(updated)
It should path like that
https://streamable.com/fg7jnv -
RE: [JS]TeleportAura 0.7(By Mumy)(updated)
@cookiechinese said in [JS]TeleportAura 0.5demo(By Mumy)(updated):
@yorik100 added
There is an issue, the vclip isn't silent
-
RE: [De3dAnge1s]SpeedMine (Legacy)
@de3dange1s said in [De3dAnge1s]SpeedMine (Legacy):
mc.playerController.curBlockDamageMP += getBlock(pos.getX(), pos.getY(), pos.getZ()) mc.theWorld.getBlockState(pos).getBlock().getPlayerRelativeBlockHardness(mc.thePlayer, mc.theWorld, pos) * 0.186
" mc.playerController.curBlockDamageMP += getBlock(pos.getX(), pos.getY(), pos.getZ())
mc.theWorld.getBlockState(pos).getBlock().getPlayerRelativeBlockHardness(mc.thePlayer, mc.theWorld, pos) * 0.186"pos.getX() is not defined
Both Remix and Autumn spam errors
-
RE: Verus Bypass Script
@suicidemouse said in Verus Bypass Script:
@yorik100 I think you didn't hear about the Verus recode update
If they didn't patch the damage fly, they didn't patch the other method too
-
RE: Verus Bypass Script
@plumer-man said in Verus Bypass Script:
- VerusDmgFly.js prob the only decent script here.
Anything that requires damage to go fast on Verus is bad, there is a method that achieves exactly the same result without taking any damage but people love fucking mutilating themselves to go fast I guess
-
RE: [JS]TeleportAura 0.7(By Mumy)(updated)
There is an issue, if you're inside of a box, enabling TeleportAura wont do anything besides making computer calculations for nothing, JigSaw's infinite aura is able to clip bellow and above that box to allow you from hitting entities outside of that box, TeleportAura script does not make use of packet vclip
Vclipping down
Vclipping upThe blue squares being TeleportAura positions
Make that an option because some servers blocks vclipI also take massive fall damage when using TeleportAura and the target is bellow me, you should make something to spoof ground and you should also add a criticals option
Make every positions packets have ground true to fix fall damage when using it, and to add criticals you just have to addmc.thePlayer.sendQueue.addToSendQueue(new C04PacketPlayerPosition(LastTeleportPosX, LastTeleportPosY + 0.000000000000008, LastTeleportPosZ, true)) mc.thePlayer.sendQueue.addToSendQueue(new C04PacketPlayerPosition(LastTeleportPosX, LastTeleportPosY, LastTeleportPosZ, false))
Before sending the attack packet
Note that if you spoof ground to true, it would be better if you would round the Y position to the nearest multiple of 0.015625 ceil (if the nearest multiple of 0.015625 ceil is inside of a block then do the nearest multiple of 0.015625 floor)if mc.theWorld.getCollidingBoundingBoxes(mc.thePlayer, mc.thePlayer.getEntityBoundingBox().offset(LastTeleportPosX - mc.thePlayer.posX, (Math.ceil(LastTeleportPosY / 0.015625) * 0.015625) - mc.thePlayer.posY, LastTeleportPosZ - mc.thePlayer.posZ).expand(0, 0, 0)).isEmpty(); LastTeleportPosY = Math.ceil(LastTeleportPosY / 0.015625) * 0.015625 else LastTeleportPosY = Math.floor(LastTeleportPosY / 0.015625) * 0.015625
Something like that