KillAura
[!] InferentialUnified 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).
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).
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)