Packet Micro-Jump Criticals
Minecraft Gameplay Impact
Dispatches synthetic micro-jump movement packets (PlayerMoveC2SPacket.PositionAndOnGround with y + 0.003, onGround = false) right as an attack occurs, forcing server-side critical strikes even while standing still, falling slowly, or trapped in cobwebs.
Functions & APIs Analyzed
PlayerMoveC2SPacket.PositionAndOnGround
Movement packet with custom coordinates and forced onGround = false (class_2829).
ClientPlayNetworkHandler.sendPacket
Transmits artificial position packets directly to server connection (method_52787).
Mod Implementation (Dev Source / Mapped)
// Developer Source (Fabric / Yarn mappings)
public class PacketCriticals {
public static void onAttack(MinecraftClient client) {
Vec3d pos = client.player.getPos();
client.getNetworkHandler().sendPacket(new PlayerMoveC2SPacket.PositionAndOnGround(pos.x, pos.y + 0.003, pos.z, false, false));
client.getNetworkHandler().sendPacket(new PlayerMoveC2SPacket.PositionAndOnGround(pos.x, pos.y, pos.z, false, false));
}
}
Decompiled Representation (Vineflower View)
// Decompiled with Vineflower 1.12 (Intermediary mappings)
public class PacketCriticals {
public static void onAttack(class_310 client) {
client.field_1724.field_3944.method_52787(new class_2828.class_2829(x, y + 0.003, z, false, false));
client.field_1724.field_3944.method_52787(new class_2828.class_2829(x, y, z, false, false));
}
}
Bytecode Signature & Static Detection
Matches PlayerMoveC2SPacket.PositionAndOnGround instantiation with small float offsets (0.001 - 0.05) and immediate packet dispatch.