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Apr 22nd, 2025
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  1. AimA » Invalid pitch change.
  2. AimB » Invalid yaw change.
  3. AimC » Repeated yaw values.
  4. AimD » Invalid pitch change.
  5. AimE » Invalid yaw change.
  6. AimF » Invalid yaw change.
  7. AimG » Too large yaw change.
  8. AimH » Invalid sensitivity.
  9. AimI » Not constant rotations.
  10. AimK » Not constant rotations.
  11. AimL » Switching directions too quickly.
  12. AimM » Impossible rotation.
  13. AimN » Too small yaw change.
  14. AimO » Too small pitch change.
  15. AimP » Large yaw acceleration.
  16. AimQ » GCD bypass flaw detected.
  17. AimR » Subtle aim assist modifications.
  18. AimS » Subtle aim assist modifications.
  19. AimU » GCD bypass.
  20. AimW » Generic rotation analysis heuristic.
  21. AimX » Generic rotation analysis heuristic.
  22. AutoBlockA » Attacked while sending BlockPlace packet.
  23. AutoBlockB » Attacked while sending BlockDig packet.
  24. AutoBlockC » Attacked while sending BlockDig packet.
  25. AutoClickerA » Left clicking too quickly.
  26. AutoClickerB » Too low standard deviation.
  27. AutoClickerC » Rounded CPS values.
  28. AutoClickerD » Too low skewness values.
  29. AutoClickerE » Too low variance.
  30. AutoClickerF » Not enough distinct values.
  31. AutoClickerG » Too low outliers.
  32. AutoClickerH » Similar deviation values.
  33. AutoClickerI » Too low kurtosis.
  34. AutoClickerJ » Impossible consistency.
  35. AutoClickerK » Similar average values.
  36. AutoClickerL » Similar kurtosis values.
  37. AutoClickerM » Similar variance values.
  38. AutoClickerN » Low deviation difference.
  39. AutoClickerO » Impossible spike in CPS.
  40. AutoClickerP » Identical statistical values.
  41. AutoClickerQ » Too low average deviation.
  42. AutoClickerR » Impossible consistency.
  43. AutoClickerS » Checks for amount of distinct delays.
  44. AutoClickerT » Too low kurtosis
  45. FastBowA » Shooting a bow too quickly
  46. CriticalsA » Tried to hit Critical hit on ground.
  47. CriticalsB » Tried to hit Critical hit on ground.
  48. HitboxA » Attacked while not looking at target.
  49. HitboxB » Attacked while not looking at target.
  50. KillAuraA » Post UseEntity packets.
  51. KillAuraB » Invalid acceleration.
  52. KillAuraC » Invalid acceleration.
  53. KillAuraD » Attacked two entities at once.
  54. KillAuraF » Switching targets too quickly.
  55. KillAuraH » Attacked while opening inventory.
  56. KillAuraJ » Attack frequency.
  57. KillAuraK » Attack pattern.
  58. ReachA » Hit from too far away.
  59. ReachB » Hit from too far away.
  60. VelocityA » Vertical velocity modifications.
  61. VelocityB » Horizontal velocity modifications.
  62. VelocityC » Vertical velocity modifications.
  63. BoatFlyA » Moving upwards in a boat.
  64. BoatFlyB » Moving too quickly horizontally.
  65. BoatFlyC » Hovering in a boat.
  66. AntiLevitationA » Ignored Levitation effect.
  67. NoSaddleA » Controlling an entity without a saddle.
  68. SelfLeashA » Riding an entity while having it leashed.
  69. EntitySpeedA » Riding an entity too quickly.
  70. EntityFlightA » Ascending while riding an entity.
  71. EntityFlightB » Hovering while riding an entity.
  72. GhostHandA » Invalid bed break.
  73. ElytraA » Gliding too quickly on X/Z axis.
  74. ElytraB » Invalid Y-Axis change.
  75. ElytraC » Invalid acceleration.
  76. ElytraF » Sending Elytra packets too quickly.
  77. ElytraG » Invalid acceleration.
  78. ElytraI » Invalid motion.
  79. ElytraJ » Invalid motion.
  80. FastClimbA » Climbing too quickly
  81. FlightA » Invalid Y-Axis movement.
  82. FlightB » Invalid Y-Axis movement.
  83. FlightC » Invalid Y-Axis movement.
  84. FlightD » Invalid Y-Axis movement.
  85. FlightE » Invalid Y-Axis movement.
  86. JesusA » Walking on water.
  87. JesusB » Invalid Y-change in water.
  88. JesusC » Invalid Y-Change in water.
  89. JesusD » Jumping on/in water.
  90. JesusE » Moving too quickly on water.
  91. JumpA » Invalid jump motion.
  92. JumpB » Invalid jump motion.
  93. MotionA » Repeated vertical motions.
  94. MotionB » Repeated vertical motions.
  95. MotionC » Invalid jump motion.
  96. MotionD » Too small Y-axis change.
  97. MotionE » Impossible movement values.
  98. MotionF » Moving too quickly at wrong angle.
  99. MotionG » Took additional velocity.
  100. NoSlowA » Placing while digging
  101. NoSlowB » Moving too quickly on Soul Sand.
  102. NoSlowC » Moving too quickly in a web.
  103. NoSlowD » Moving too quickly on honey.
  104. NoSlowE » Moving too quickly in a berry bush.
  105. SpeedA » Invalid friction.
  106. SpeedB » Moving too quickly on the ground.
  107. SpeedC » Moving too quickly in the air.
  108. SpeedD » Moving too quickly on the ground.
  109. StepA » Invalid Step height.
  110. StepB » Invalid Step motion.
  111. SprintA » Invalid sprint direction.
  112. StrafeA » Moving incorrectly in the air.
  113. StrafeB » Moving incorrectly on the ground.
  114. WallClimbA » Climbing up a wall.
  115. CrashA » Invalid position.
  116. CrashB » Book Crasher.
  117. CrashC » WorldEdit crasher.
  118. CrashD » Invalid Creative packets.
  119. CrashE » Send book packets without a book.
  120. BaritoneA » Checks for Baritone like rotations.
  121. BaritoneB » Checks for Baritone like rotations.
  122. BadPackets1 » Sent too many Start Dig packets.
  123. BadPackets2 » Sent too many Stop Dig packets.
  124. BadPackets4 » Sending Elytra packets without an Elytra.
  125. BadPacketsA » Spoofed abilities packets.
  126. BadPacketsB » More than 20 flying packets in a row.
  127. BadPacketsC » Impossible pitch.
  128. BadPacketsD » Spoofed Respawn packet.
  129. BadPacketsE » Interacted with themselves.
  130. BadPacketsF » Invalid Steer Vehicle packet.
  131. BadPacketsG » Invalid HeldItemSlot packet.
  132. BadPacketsH » Invalid attack packet order.
  133. BadPacketsI » Sent EntityAction while attacking.
  134. BadPacketsJ » Sent HeldItemSlot while placing.
  135. BadPacketsK » Sending EntityAction packets too quickly
  136. BadPacketsM » Post BlockPlace packets.
  137. BadPacketsN » Post BlockDig packets.
  138. BadPacketsO » Negative HeldItemSlot packet.
  139. BadPacketsP » Post EntityAction packets.
  140. BadPacketsQ » Too big HeldItemSlot packet.
  141. BadPacketsR » Post HeldItemSlot packets.
  142. BadPacketsS » Clicked inventory too quick.
  143. BadPacketsT » Invalid KeepAlive packets.
  144. BadPacketsU » Invalid KeepAlive packets.
  145. BadPacketsV » Spoofed SteerVehicle packets.
  146. BadPacketsW » Post WindowClick packets.
  147. BadPacketsX » Post ArmAnimation packets.
  148. BadPacketsY » NaN X/Y/Z values.
  149. BadPacketsZ » Invalid Spectate Packets.
  150. FastPlaceA » Placing blocks too quickly.
  151. FastBreakA » Breaking blocks too quickly.
  152. FastUseA » Using items too quickly.
  153. GroundSpoofA » Spoofed onGround value.
  154. GroundSpoofB » Spoofed OnGround value.
  155. GroundSpoofC » Spoofed OnGround value.
  156. GroundSpoofD » Impossible onGround value.
  157. ImprobableA » Too many combined combat violations.
  158. ImprobableB » Too many combined movement violations.
  159. ImprobableC » Too many combined player violations.
  160. ImprobableD » Too many combined autoclicker violations.
  161. ImprobableE » Too many combined violations.
  162. ImprobableF » Too many combined Scaffold violations.
  163. InvalidC » Too large Y-Axis movement.
  164. InvalidD » Large yaw changes without decelerating.
  165. InvalidE » Too large X/Z-Axis movement.
  166. InvalidF » Impossible Y-axis change.
  167. InvalidG » Impossible X/Z change.
  168. InvalidH » Impossible X/Z change.
  169. InvalidI » Impossible Y change.
  170. InvalidJ » Impossible X/Z change.
  171. VClipA » Large vertical movement.
  172. InventoryA » Sprinting while clicking in inventory.
  173. InventoryB » Moved while clicking in inventory.
  174. ScaffoldA » Interacted with the bottom of block.
  175. ScaffoldB » Invalid interact.
  176. ScaffoldC » Sprinting while bridging.
  177. ScaffoldD » Invalid rotations.
  178. ScaffoldE » Invalid rotations.
  179. ScaffoldG » Bridging too quickly.
  180. ScaffoldH » Invalid rotations.
  181. ScaffoldI » Invalid acceleration.
  182. ScaffoldJ » Invalid pitch change.
  183. ScaffoldK » Bridging too quickly.
  184. ScaffoldM » Invalid block face.
  185. TimerA » Increased game speed.
  186. TimerD » Increased game speed.
  187. TowerA » Towering too quickly.
  188. HackedClientA » Checks for Tab Completion of client modules.
  189. HackedClientB » Checks for spammers of common clients.
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