GrimAnticheat / Grim

Fully async, multithreaded, predictive, open source, 3.01 reach, 1.005 timer, 0.01% speed, 99.99% antikb, "bypassable" 1.8-1.20 anticheat.
GNU General Public License v3.0
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Simulation and AntiKB falses when hitting/trading hits in non stationary water #785

Open c0dingnoobi opened 1 year ago

c0dingnoobi commented 1 year ago

Describe the false positive and how to replicate it

This behaviour is only reproduceable on non stationary water. Video: https://youtu.be/jrsPidaUYEU?t=19

  1. Load GrimAC using default config
  2. Place a bukket of water on flat area.
  3. Hit Player while walking towards water stream --> falses Simulation
  4. Make both players hit each other --> falses AntiKB

Grim version

Server version

Plugins

MWHunter commented 1 year ago
  • 0.6 horizontal attack slowdown Second bread knockback: -0.3805,0.39,0.002375 Simulated: -0.20278695440550112,0.39,-0.001021781341759853 Actually: -0.19882715538830098,0.3899999999999997,-0.009496276460247088 Offset Vector: 0.003959799017200144,-3.3306690738754696E-16,-0.008474495118487236 Offset: 0.009353987158954368 Location: x: -124.45291977898452 y: 4.39 z: -15.736608234008873 xRot: -93.033615 yRot: 8.624764 world: world Initial velocity: 0.10662813153616141,-0.02,-0.047807347073530126 Water vel addition: 0.009899494936611667,0.0,-0.009899494936611667 Client input: -0.022335072979331017,0.0,-0.3070371747016907 length: 0.3078484726838653 Simulated input: -0.030591614544391632,0.0,-0.3114333748817444 length: 0.31293225124724006

Water vel addition: 0.009899494936611667

Water movement isn't getting times by 0.6 somewhere. Ignore the Z axis because 0.003 was likely enough to negate it's effect