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LocalPlayer.md

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Internal properties (Not accessible)

Please note that these are defined in a way to help us give you access to them if possible Message me on discord to suggest stuff from the MCAPI

ALSO These all use a special method called OFFSET SIGS meaning they last up to 16 times longer then normal "padding"

  • bool onGround
  • bool prevOnGround
  • bool walkingIntoWall
  • bool onGround2
  • bool touchingObj
  • Vector2 rotation
  • Vector2 rotation2
  • Vector3 position
  • Vector3 position_point2
  • Vector2 hitbox
  • Vector3 cameraPosition
  • Vector3 cameraPosition_point2
  • Vector3 velocity
  • Vector3 hurttime
  • uint64_t runetimeId
  • Vector2 serverRots
  • float swingState
  • float stepHeight
  • const char* rawUsername

Internal methods (accessible = ✅)

void teleportTo(Vector3 input)

Properly teleport to given position ✅

Vector3 directionalVector(float x, float y)

Calculate direction vector (X,Y,Z) based of given input ❌

Vector3 lookingVector()

Get the actors looking vector (X,Y,Z) ❌

Lua functions

exists() -> returns 1
if LocalPlayer.exists() then
    LocalPlayer.setOnGround(true) -- infinite jump if player exists
end

Check if the LocalPlayer exists


getWalkingIntoWall() -> returns 1
if LocalPlayer.getWalkingIntoWall() then
    local a,b,c = LocalPlayer.getVelocity()
    
    LocalPlayer.setVelocity(a, 0.3, c) -- spider hacks
end

Get the internal walkingIntoWall property


getPrevOnGround() -> returns 1
LocalPlayer.setOnGround(true)

if LocalPlayer.getPrevOnGround() then
     -- Even if onground is set to true over multiple ticks unless the player is TRULY on the ground this will stay as false
     -- useful for bunnyhop & infinitejump at the same time
end

Get the internal prevOnGround property


getTouchingObj() -> returns 1
if LocalPlayer.getTouchingObj() then
    -- If the player is touching any objects this piece of code will execute
end

Get the internal touchingObj property


getOnGround2() -> returns 1
if LocalPlayer.getOnGround2() then
    -- This piece of code will execute if either conditions are met:
    -- Player is touching the floor
    -- Player is touching the roof
end

Get the internal onGround2 property


getOnGround() -> returns 1
if LocalPlayer.getOnGround() then
    -- executes if player is touching the ground
end

Get the internal onGround property


getPosition() -> returns 3
local x,y,z = LocalPlayer.getPosition()

LocalPlayer.teleportTo(x, y - 1, z) -- teleport 1 block down

Get the internal property of player X,Y,Z ingame


setOnGround(bool) -> returns 0
LocalPlayer.setOnGround(true) -- trick the game into thinking your on the ground even if your not

Set if the player can jump or not


teleportTo(X, Y Z) -> returns 0
LocalPlayer.teleportTo(100, 100, 100) -- Teleport to 100,100,100 in the world

Teleport the actor to given X Y & Z (handles hitbox for you)


getRotation() -> returns 2
local pitch,yaw = LocalPlayer.getRotation()

-- Pitch & Yaw in 360d

Get the internal property of player rotations ingame


getVelocity() -> returns 3
local x,y,z = LocalPlayer.getVelocity()

if y > 1 or y < -9 then
    LocalPlayer.setVelocity(0,0,0) -- stop unnatural velocity
end

Get the internal property of player velocity ingame


setVelocity(X, Y Z) -> returns 0
LocalPlayer.setVelocity(0, 1, 0) -- Send yourself up 5 blocks 

Set the velocity of the current actor


isAlive() -> returns 1
if LocalPlayer.isAlive() then
    -- player is over 0 hearts if this is executing
end

Check the current state of the actor then returns a value from 0-1 (false-true) depending on if the actor is alive


isInWater() -> returns 1
if LocalPlayer.isInWater() then
    local x,y,z = LocalPlayer.getVelocity()
    
    LocalPlayer.setVelocity(x, 0.1, z) -- Float to the top of all waterbodies (Excluding lava)
end

Check to see if the current actor is currently in any waterbodies


getHurTime() -> returns 3

Get the current hurt time as a vector3


setHurTime(x, y, z) -> returns 0
while true do
    LocalPlayer.setHurTime(0, 0, 0) -- empty hurttime
end

Set the current hurt time as a vector3


getRuntimeId() -> returns 1

Get the current runtime id of actor


setSwingingState(state) -> returns 0
while true do
    LocalPlayer.setSwingingState(0) -- Constantly set the state to empty
end

Set the swinging arm animation state


setStepHeight(state) -> returns 0
LocalPlayer.setStepHeight(2) -- set step hieght to 2 duh

Set how many blocks before you cant step up any higher


getStepHeight() -> returns 1

Get how many blocks before you cant step up any higher


getRawUsername() -> returns 1

Get the actors username as RAW text unmodified by the server