KillAura

[!] Inferential
Unified killaura / silent-aim detector ported from Rain-Anticheat's 1.8.9 KillauraCheck. Ten sub-components share one VL pool: heuristic(aim|constant|sync|gcd), pattern(snap), silent(snap|return|track), movement(fix|lock|sprint), consume, drift. Silent-aim swaps yaw/pitch only in look packets so the head visibly snaps onto enemies while the cheater's screen never moves. Tier = CORROBORATOR (corroborates reach/criticals/etc., never initiates a tier alone).
id: killAura  ·  class: KillAuraCheck  ·  group: Combat

What it detects

Unified killaura / silent-aim detector ported from Rain-Anticheat's 1.8.9 KillauraCheck. Ten sub-components share one VL pool: heuristic(aim|constant|sync|gcd), pattern(snap), silent(snap|return|track), movement(fix|lock|sprint), consume, drift. Silent-aim swaps yaw/pitch only in look packets so the head visibly snaps onto enemies while the cheater's screen never moves. Tier = CORROBORATOR (corroborates reach/criticals/etc., never initiates a tier alone).

Observer signature

Subscribes to SwingSignal + AttackEvent, runs every tick. Windowed rotation heuristics over 10 non-zero rotations: heuristic(aim) if machineKnownMovement > 8, heuristic(constant) if constantRotations > 6, heuristic(sync) if robotizedAmount > 8; pattern(snap) on both-direction +-12deg streak. Burst machine detects yaw bursts (>=7deg step, <=7 ticks, sum >=20deg); silent(snap) when a burst settles inside a target hitbox with >20deg pre-error, on the 3rd qualifying hit at level 2.5. silent(track) when yaw stays inside a target hitbox bearing on >=0.85 of 24 fast-LOS-rotating ticks. movement(fix|lock|sprint) use body/head desync. consume flags an attack while a consumable has been held >6 ticks (isUsingConsumable, shields/bows excluded). heuristic(gcd) (Axis A) flags a pitch-delta GCD < 131072 (1/128deg) under full-float-look + valid-sensitivity + not-low-sens + lag gate — the constant-rotation aimbot fingerprint. drift (Axis C) flags sign(Δyaw)==sign(bearing-error) > 0.70 over a 50-tick rolling window while in combat — the smooth-aim combat-ward drift that survives Movement Fix (portable to 1.8: sign survives byte-quantization, no fullFloatLook gate); transition-gated one-shot.

False-positive guards

  • Attacker-in-vehicle exempt (rotations/consume unreliable)
  • Teleport/lag guard — large position step (>25) clears windows and resets burst machine
  • Combat-gated (rotations outside 70 ticks of a swing ignored), session reset after 140 out of combat
  • consume gated on isUsingConsumable (not bare usingItem) so shields/bows don't FP
  • heuristic(gcd) gated on fullFloatLook + sensitivity.valid + sens>=50 (low-sens exempt) + lag gate — pre-1.21.2 byte-quantization destroys the GCD signal so the gate fails open
  • drift skips on-target ticks (|error|<quantum — silent(track) owns those) and stationary-Δyaw ticks; lag gate skips catch-up snaps; transition-gated + hysteresis so a strong legit tracker doesn't re-fire spam
  • Movement component requires flat ground, speed 0.15-0.45, not in hurt window, not on ice, chunk-unloaded fails negative
  • Trails pruned (>80 entries -> remove tick - 200 stale)

Configuration

Defaults (editable in-game via the YACL config screen or /ius config):

FieldDefault
enabledtrue
setbackVL5.0
decay0.05
threshold0.0
combat window70 ticks
rotation window10
quantum1.40625deg
track window/ratio24 / 0.85
gcd threshold<131072 (1/128deg), fullFloatLook+validSens
drift window/ratio50 ticks / 0.70 (>=15 samples)
VL silent(snap)2.5 (clears VL5 in ~2 hits)
VL gcd / drift1.5 each (corroborating)

Source

src/main/kotlin/dev/iustitia/checks/combat/KillAuraCheck.kt  ↗