ThroughWalls

[X] Definitive
Through-walls / no-LOS KillAura — landing a hit through a solid block (the aura has no line-of-sight filter).
id: throughWalls  ·  class: ThroughWallsCheck  ·  group: Combat

What it detects

Through-walls / no-LOS KillAura — landing a hit through a solid block (the aura has no line-of-sight filter).

Observer signature

On each AttackEvent, raycasts the attacker's eye to three victim body points (eye / mid-torso / feet) through the client world via WorldQueries.hasLineOfSight, and records the hit as occluded only when all three are blocked. Keeps a rolling 12-hit window per attacker and flags once at least 3 verdicts are in and the occluded fraction reaches threshold (default 0.5). One alert per episode at setbackVL + 1.0; re-arms when the rate falls back under the ratio.

False-positive guards

  • Attacker-in-vehicle exempt
  • Victim-in-vehicle exempt (passenger eye sits inside the vehicle frame)
  • Chunk-gated — a 'blocked' verdict trusted only when both endpoint chunks are loaded, and an unloaded-chunk hit is skipped rather than counted, so it cannot deflate the rate
  • Whole-body occlusion — all three body points must be blocked, so cover that leaves the feet or torso visible (fences, slabs, low walls) is not flagged
  • Match-rate gate (threshold 0.5 over a 12-hit window) instead of per-hit flagging, so one fragile verdict does not flag a legit player
  • Non-opaque blocks (glass/leaves/ice/fences/panes/iron-bars) treated as line-of-sight via isOpaqueFullCube

Configuration

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

FieldDefault
enabledtrue
setbackVL8.0
decay0.5
threshold0.5
rayattacker eye -> victim eye / mid-torso / feet (all three must be blocked)
window12 hits, 3 minimum before the rate is trusted
levelsetbackVL + 1.0, one alert per episode

Source

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