Add pulldown
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@ -137,6 +137,7 @@ public final class ModuleManager {
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add(new DiscordBypassModule());
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add(new HolesModule());
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add(new SmallShieldModule());
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add(new PullDownModule());
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this.loadExternalModules();
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}
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@ -0,0 +1,51 @@
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package me.rigamortis.seppuku.impl.module.movement;
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import me.rigamortis.seppuku.api.event.EventStageable;
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import me.rigamortis.seppuku.api.event.player.EventPlayerUpdate;
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import me.rigamortis.seppuku.api.module.Module;
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import me.rigamortis.seppuku.api.value.NumberValue;
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import net.minecraft.client.Minecraft;
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import team.stiff.pomelo.impl.annotated.handler.annotation.Listener;
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/**
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* @author cookiedragon234
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* (cookiedragon234 owns me and all)
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* also buy backdoored client kk thx
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*/
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public class PullDownModule extends Module
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{
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public PullDownModule()
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{
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super("PullDown", new String[]{"FastFall"}, "Increase your downwards velocity when falling", "NONE", -1, ModuleType.MOVEMENT);
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}
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public final NumberValue<Float> speed = new NumberValue<>("Speed", new String[]{"velocity"}, 10f, Float.class, 0f, 20f, 1f);
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@Listener
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public void onUpdate(EventPlayerUpdate event)
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{
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if (event.getStage() == EventStageable.EventStage.PRE)
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{
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final Minecraft mc = Minecraft.getMinecraft();
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// obvs dont do this when flying or when using elytras
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if(mc.player.isElytraFlying() || mc.player.capabilities.isFlying || mc.player.onGround) return;
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// dont trigger when they could just be jumping, 3 blocks is maybe overkill? But its probably the best thing to do
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boolean isBlockBelow =
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!mc.world.isAirBlock(mc.player.getPosition().add(0, -1, 0))
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!mc.world.isAirBlock(mc.player.getPosition().add(0, -2, 0))
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!mc.world.isAirBlock(mc.player.getPosition().add(0, -3, 0))
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;
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if(!isBlockBelow)
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{
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// Pull the player down
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mc.player.motionY = -(speed.getFloat());
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// kk thx that ends epic module bsb on top
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}
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}
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}
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}
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