HitsWithoutSwing
[!] InferentialNo-swing attack detector — Slinky Hit Select / Grim PacketOrderB. The cheat deals damage with no swing animation in the window (a disabler suppresses the swing packet, or hit-select attacks without the arm animation). Every vanilla melee attack carries a swing, so a no-swing hurt is a cheat OR an unseen attacker — a weak, noisy signal, so this is CORROBORATOR-tier (never initiates a tier alone).
What it detects
No-swing attack detector — Slinky Hit Select / Grim PacketOrderB. The cheat deals damage with no swing animation in the window (a disabler suppresses the swing packet, or hit-select attacks without the arm animation). Every vanilla melee attack carries a swing, so a no-swing hurt is a cheat OR an unseen attacker — a weak, noisy signal, so this is CORROBORATOR-tier (never initiates a tier alone).
False-positive guards
- VELOCITY hurts excluded (knockback follow-up, not a melee)
- Named-cause guard: when the hurt names a cause, only the player it names can be the inferred attacker, so a mob / arrow / TNT hit on the victim fails open instead of landing on whoever swung nearby
- Unnamed-hurt guard: on a protocol that names damage causes an unnamed hurt is attributed to no player, so environmental damage next to a bystander cannot charge their no-swing episode
- Proximity-attacker fallback survives only for the legacy channels that name nobody, and fails open when no tracked player is within melee range (unseen attacker / fall / fire)
- Per-attacker episode transition gate: >= threshold no-swing hurts from the SAME inferred attacker in 60 ticks (one-off unseen-attacker or packet-ordering noise doesn't accumulate)
- Swing window ±2 ticks absorbs packet-ordering edges