Packet Micro-Jump Criticals

Packet_Criticals_Microjump Combat HIGH +8 score

🎮 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.