Reach
[X] DefinitiveLag-compensated reach — catches attackers hitting victims from beyond vanilla melee reach. Ported from Nemesis RangeA + Grim Reach. Since v1.4.0 a motionless-pair branch also catches ghost reach: when neither attacker nor victim has moved, interpolation error is zero, so the check drops the ray and compares the vanilla metric (eye to closest point of the unexpanded hitbox) at a 3.2 ceiling — Koid-style 3.6 and LiquidBounce-style 4.2 ghost modules alert instead of passing as jitter.
What it detects
Lag-compensated reach — catches attackers hitting victims from beyond vanilla melee reach. Ported from Nemesis RangeA + Grim Reach. Since v1.4.0 a motionless-pair branch also catches ghost reach: when neither attacker nor victim has moved, interpolation error is zero, so the check drops the ray and compares the vanilla metric (eye to closest point of the unexpanded hitbox) at a 3.2 ceiling — Koid-style 3.6 and LiquidBounce-style 4.2 ghost modules alert instead of passing as jitter.
False-positive guards
- Attacker-in-vehicle exempt
- Victim-dead exempt
- Attacker just-teleported-this-tick exempt
- Pose-aware victim hitbox (sneak/prone/gliding)
- 1.8 protocol widens hitbox margin by +0.1
- No-intercept only flagged when the nearest face genuinely exceeds reach (close-range misses dropped as inconclusive)
- Motionless-pair branch requires both attacker and victim stationary; a moving pair is judged by the ray path only
- AttackEvent misattribution guard: a hurt is attributed only to the player the server named, and on a protocol that names damage causes an unnamed hurt is attributed to nobody at all; the knockback impulse is credited only when the damage behind it was never observed (see AttackInference)