Aimbot Rotation Modification

Aim_Rotation_Applied Combat HIGH +9 score

🎮 Minecraft Gameplay Impact

Calculates angular offsets (yaw and pitch) toward target hitboxes using trigonometry (atan2, asin) and directly overrides the client player's camera orientation, forcing the crosshair onto targets automatically.

🔍 Functions & APIs Analyzed

Entity.setYaw / setPitch

Mutates entity rotation angles (method_36456, method_36457).

Math.atan2 / Math.asin

Solves spherical trigonometry vectors between player eye and enemy head/feet coordinates.

💻 Mod Implementation (Dev Source / Mapped)

// Developer Source (Fabric / Yarn mappings)
public class Aimbot {
    public static void snapToEntity(ClientPlayerEntity player, Entity target) {
        double dx = target.getX() - player.getX();
        double dy = (target.getY() + target.getStandingEyeHeight()) - (player.getY() + player.getStandingEyeHeight());
        double dz = target.getZ() - player.getZ();
        double dist = Math.sqrt(dx * dx + dz * dz);
        float yaw = (float) Math.toDegrees(Math.atan2(dz, dx)) - 90.0f;
        float pitch = (float) -Math.toDegrees(Math.atan2(dy, dist));
        player.setYaw(yaw);
        player.setPitch(pitch);
    }
}

⚙️ Decompiled Representation (Vineflower View)

// Decompiled with Vineflower 1.12 (Intermediary mappings)
public class Aimbot {
    public static void snapToEntity(class_746 player, class_1297 target) {
        double dx = target.method_23317() - player.method_23317();
        double dy = (target.method_23318() + (double)target.method_5751()) - (player.method_23318() + (double)player.method_5751());
        double dz = target.method_23321() - player.method_23321();
        double dist = Math.sqrt(dx * dx + dz * dz);
        float yaw = (float)Math.toDegrees(Math.atan2(dz, dx)) - 90.0F;
        float pitch = (float)(-Math.toDegrees(Math.atan2(dy, dist)));
        player.method_36456(yaw);
        player.method_36457(pitch);
    }
}

🛡️ Bytecode Signature & Static Detection

Matches mathematical rotation solvers (Math.atan2, Math.asin) directly followed by Entity.setYaw (method_36456) or Entity.setPitch (method_36457).