Someone leaked the source code
Although this is old source code
To prevent some people in China from reselling
I decided to open source it
In this source code
The problem of LiquidBounce 1.12.2 is fixed
Fix:
Aura AutoBlock
InventoryMove
NoSlow
Changed:
Arraylist
Text
MixinItemrenderer
Velocity
Teams
forgot
Add:
Oldhitting 1.8 animation
SpeedMine
I forgot about the others, I don't want to talk more.
https://www.mediafire.com/file/gfet6y430zs1pa5/LiquidSense1.12.2-B1%2528%25E6%2597%25A9%25E6%259C%259F%25E6%25BA%2590%25E7%25A0%2581%2529.zip/file
中文:
被傻逼泄露了所以开源了
这是早期源码
也就是把水影1.12.2的问题全修复了
还添加了1.8的防砍动画和一些花雨庭绕过
By AquaVit 2021/4/3
明天发如何构建水影并修复不能构建的BUG视频
关注哔哩哔哩:_明儿
https://space.bilibili.com/360733879
修复:
KillAura假防砍问题
inventoryMove问题
NoSlow问题(可绕花雨庭/NCP)
修改:
ArrayList美化
Text美化
MixinItemRenderer防砍动画
Velocity
Teams(花雨庭4v4 team)
新增:
防砍动画(OldHitting)
NoHurt(不打无敌人)
SpeedMine
其他的忘了,也懒得说了
AquaVit
Posts
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LiquidSense 1.12.2 B1 Source Code -
[Kotlin] ArrayList SkyRainbowSuperSkidder
你什么时候能自己写点东西在出来耀武扬威呢?
天天抄你妈了个逼 -
[Kotlin]ArrayList BorderSuperSkidder
你什么时候能自己写点东西在出来耀武扬威呢?
天天抄你妈了个逼 -
Reply to the so-called "deobf"@asutoboki-kun maybe
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Reply to the so-called "deobf"@gabriel i will fix
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Reply to the so-called "deobf"@wtf and flux b13 is ayataka make it use zkm obf
not jnic loser fluxb13 crack by Chinese ho3
u are a loser little boy -
Reply to the so-called "deobf"@wtf I donot know what is moon x ,i only play liquidbounce and i only know exhi novo ast flux debug becasue I only live on Chinese websites. Many videos are carried by others in bilibili.com
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Reply to the so-called "deobf"@hahayes I'm a little angry because he said I'm skidder instead of others. some people in China also like to attack liquidsense. I'm used to it, but he insulted me and didn't deobf my code yet
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Reply to the so-called "deobf"If I really want to protect code completely, I can convert java code to c, but me/aquavit is now the degree of protection of jnic. I estimate that no one can solve the liquidbounce forum
And what is dump?
mingerxd.me can download
i can not understand
hwid is public
everyone can ask for discord staff get it -
Reply to the so-called "deobf"I don't like skidder, so at present my code can only be sent to Marco or senkju.
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Reply to the so-called "deobf"First, liquidsense is based on liquidbounce
Marco also agreed with me to obf and encrypt
Secondly, I also submitted code to Marco on discord
I encrypted it just to prevent skidder in China from copying and reselling it
Liquidsense is a free project just optimized for liquidbounce. You can understand it this way.Reply to the so-called "deobf":
I think it's ridiculous. do you really think you deobf liquidsense
Net/ccbluex is only the liquidbounce source code in order to prevent frame dropping, so I didn't use jnic encryption. besides, can you deobf me/aquavit? loser? you can't. you can only say that you are too lazy because you won't. because liquidsense is a free project, my hwid is simple to write and easy to crack, but you can't break it. and if I want to encrypt, I can write it as reflection and java is converted to c, so do you realize how funny your behavior is?
loser baby haha,pls deobf it!
Liquidsenseb6 will be updated recently, which optimizes beta code and adds a lot of new things
In addition, Marco is making a new liquidbounce, which is a new base, losing the old code and supporting 1.16-1.8/1.7
首先 liquidsense基于liquidbounce
Marco也同意我进行混淆和加密
其次我也给Marco在discord上提交了code
我加密只是为了防止中国的skidder抄袭并倒卖
liquidsense是一个免费的项目 只是优化的水影 你可以这么理解回复所谓的deobf
我认为非常可笑 你真的认为你deobf了liquidsense吗
net/ccbluex仅仅是liquidbounce源代码 为了防止掉帧 所以我没有使用jnic加密 另外 你可以deobf me/aquavit吗 ^ ^Loser 你不能 你只能说你太懒 因为你根本不会^ ^ 因为liquidsense是免费的项目 所以我hwid写的很简单 破解也很容易 但是你破不掉^ ^ 并且我如果想加密我可以写成反射并且java转换成C^ ^ 所以你认识到自己行为多么滑稽了吗
最近将会更新liquidsenseb6 它优化了beta的代码以及添加了很多新东西^ ^
另外透漏一下 Marco在制作新的liquidbounce 它是新的base 丢掉了老的代码 并且支持1.16-1.8/1.7 -
80%Velocity Bypass AAC4-AAC4.4.2var hurt = false var velocityTimer = MSTimer() module.on("update", function () { if (mc.thePlayer.isInWater || mc.thePlayer.isInLava || mc.thePlayer.isInWeb){ return } if (!mc.thePlayer.onGround) { if (hurt) { mc.thePlayer.speedInAir = 0.02f mc.thePlayer.motionX *= 0.6 mc.thePlayer.motionZ *= 0.6 } } else if (velocityTimer.hasTimePassed(80L)) { hurt = false mc.thePlayer.speedInAir = 0.02f } }); module.on("packet", function (event) { var packet = event.packet if (classProvider.isSPacketEntityVelocity(packet)) { if (mc.thePlayer == null || (mc.theWorld?.getEntityByID(packet.entityID) ?: return) != mc.thePlayer)return velocityTimer.reset() hurt = true } });
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velocity aac 4.3.12Very Ez
Code it by yourself -
How do i activate the Hacks HUD again?@TheDavidEst said in How do i activate the Hacks HUD again?:
Basically i unactivated the Hacks HUD and now i cannot see hacks an how to activate them can someonehelp me
.t HUD -
PointerESP
No thanks
I'm too lz Only make js V2 script
Code:var script = registerScript({ name: "PointerESP", version: "1.X", authors: ["AquaVit"] }); var EntityPlayer = Java.type('net.minecraft.entity.player.EntityPlayer') var EntityMob = Java.type('net.minecraft.entity.monster.EntityMob') var EntityAnimal = Java.type('net.minecraft.entity.passive.EntityAnimal') var EntitySquid = Java.type('net.minecraft.entity.passive.EntitySquid') var EntitySlime = Java.type('net.minecraft.entity.monster.EntitySlime') var GlStateManager = Java.type("net.minecraft.client.renderer.GlStateManager") var ScaledResolution = Java.type("net.minecraft.client.gui.ScaledResolution") var GL11 = Java.type("org.lwjgl.opengl.GL11") var MathHelper = Java.type("net.minecraft.util.MathHelper") var Color = Java.type('java.awt.Color') Math.toRadians = function (degrees) { return degrees * Math.PI / 180; }; function glColor(shit) { var alpha = (shit >> 24 & 0xFF) / 255; var red = (shit >> 16 & 0xFF) / 255; var green = (shit >> 8 & 0xFF) / 255; var blue = (shit & 0xFF) / 255; GlStateManager.color(red, green, blue, alpha); } function enableGL2D() { GL11.glDisable(2929); GL11.glEnable(3042); GL11.glDisable(3553); GL11.glBlendFunc(770, 771); GL11.glDepthMask(true); GL11.glEnable(2848); GL11.glHint(3154, 4354); GL11.glHint(3155, 4354); } function disableGL2D() { GL11.glEnable(3553); GL11.glDisable(3042); GL11.glEnable(2929); GL11.glDisable(2848); GL11.glHint(3154, 4352); GL11.glHint(3155, 4352); } function drawESPCircle(cx, cy, r, n, color) { GL11.glPushMatrix(); cx *= 2.0; cy *= 2.0; var b = 6.2831852 / n; var p = Math.cos(b); var s = Math.sin(b); var x = r *= 2.0; var y = 0.0; enableGL2D(); GL11.glScalef(0.5, 0.5, 0.5); GlStateManager.color(0,0,0); GlStateManager.resetColor(); glColor(color); GL11.glBegin(2); var ii = 0; while (ii < n) { GL11.glVertex2f(x + cx, y + cy); var t = x; x = p * x - s * y; y = s * t + p * y; ii++; } GL11.glEnd(); GL11.glScalef(2.0, 2.0, 2.0); disableGL2D(); GlStateManager.color(1, 1, 1, 1); GL11.glPopMatrix(); } script.registerModule({ name: "PointerESP", description: ":/", category: "Render", tag: ">3", settings: { mode: Setting.list({ name: "Mode", values: ["Solid", "Line"], default: "Line" }), player: Setting.boolean({ name: "Players", default: true }), mob: Setting.boolean({ name: "Mobs", default: false }), invis: Setting.boolean({ name: "Invisibles", default: false }), animals: Setting.boolean({ name: "Animals", default: false }), r: Setting.integer({ name: "Red", default: 5, min: 0, max: 255 }), g: Setting.integer({ name: "Green", default: 5, min: 0, max: 255 }), b: Setting.integer({ name: "Blue", default: 5, min: 0, max: 255 }), al: Setting.integer({ name: "Alpha", default: 5, min: 0, max: 255 }) } }, function (module) { module.on("render2D", function (event) { var a = new ScaledResolution(mc); GlStateManager.pushMatrix(); var size = 50; var xOffset = a.getScaledWidth() / 2 - 24.5; var yOffset = a.getScaledHeight() / 2 - 25.2; var playerOffsetX = mc.thePlayer.posX; var playerOffSetZ = mc.thePlayer.posZ; for (var i in mc.theWorld.loadedEntityList){ var entity = mc.theWorld.loadedEntityList[i] if (module.settings.mob.get() && (entity instanceof EntityMob || entity instanceof EntitySlime) && (module.settings.invis.get() || !entity.isInvisible())){ var loaddist = 0.2; var pTicks = mc.timer.renderPartialTicks; var pos1 = (((entity.posX + (entity.posX - entity.lastTickPosX) * pTicks) - playerOffsetX) * loaddist); var pos2 = (((entity.posZ + (entity.posZ - entity.lastTickPosZ) * pTicks) - playerOffSetZ) * loaddist); var cos = Math.cos(mc.thePlayer.rotationYaw * (Math.PI * 2 / 360)); var sin = Math.sin(mc.thePlayer.rotationYaw * (Math.PI * 2 / 360)); var rotY = -(pos2 * cos - pos1 * sin); var rotX = -(pos1 * cos + pos2 * sin); var var7 = 0 - rotX; var var9 = 0 - rotY; if (MathHelper.sqrt_double(var7 * var7 + var9 * var9) < size / 2 - 4) { var angle = (Math.atan2(rotY - 0, rotX - 0) * 180 / Math.PI); var x = ((size / 2) * Math.cos(Math.toRadians(angle))) + xOffset + size / 2; var y = ((size / 2) * Math.sin(Math.toRadians(angle))) + yOffset + size / 2; GlStateManager.pushMatrix(); GlStateManager.translate(x, y, 0); GlStateManager.rotate(angle, 0, 0, 1); GlStateManager.scale(1.5, 1.0, 1.0); if (module.settings.mode.get() == "Solid"){ drawESPCircle(0, 0, 2.2, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); drawESPCircle(0, 0, 1.5, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); drawESPCircle(0, 0, 1.0, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); drawESPCircle(0, 0, 0.5, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); } else { drawESPCircle(0, 0, 2.2, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); } GlStateManager.popMatrix(); } } if (module.settings.animals.get() && (entity instanceof EntityAnimal || entity instanceof EntitySquid) && (module.settings.invis.get() || !entity.isInvisible())){ var loaddist = 0.2; var pTicks = mc.timer.renderPartialTicks; var pos1 = (((entity.posX + (entity.posX - entity.lastTickPosX) * pTicks) - playerOffsetX) * loaddist); var pos2 = (((entity.posZ + (entity.posZ - entity.lastTickPosZ) * pTicks) - playerOffSetZ) * loaddist); var cos = Math.cos(mc.thePlayer.rotationYaw * (Math.PI * 2 / 360)); var sin = Math.sin(mc.thePlayer.rotationYaw * (Math.PI * 2 / 360)); var rotY = -(pos2 * cos - pos1 * sin); var rotX = -(pos1 * cos + pos2 * sin); var var7 = 0 - rotX; var var9 = 0 - rotY; if (MathHelper.sqrt_double(var7 * var7 + var9 * var9) < size / 2 - 4) { var angle = (Math.atan2(rotY - 0, rotX - 0) * 180 / Math.PI); var x = ((size / 2) * Math.cos(Math.toRadians(angle))) + xOffset + size / 2; var y = ((size / 2) * Math.sin(Math.toRadians(angle))) + yOffset + size / 2; GlStateManager.pushMatrix(); GlStateManager.translate(x, y, 0); GlStateManager.rotate(angle, 0, 0, 1); GlStateManager.scale(1.5, 1.0, 1.0); if (module.settings.mode.get() == "Solid"){ drawESPCircle(0, 0, 2.2, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); drawESPCircle(0, 0, 1.5, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); drawESPCircle(0, 0, 1.0, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); drawESPCircle(0, 0, 0.5, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); } else { drawESPCircle(0, 0, 2.2, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); } GlStateManager.popMatrix(); } } if (module.settings.player.get() && (entity instanceof EntityPlayer && entity != mc.thePlayer) && (module.settings.invis.get() || !entity.isInvisible())){ var loaddist = 0.2; var pTicks = mc.timer.renderPartialTicks; var pos1 = (((entity.posX + (entity.posX - entity.lastTickPosX) * pTicks) - playerOffsetX) * loaddist); var pos2 = (((entity.posZ + (entity.posZ - entity.lastTickPosZ) * pTicks) - playerOffSetZ) * loaddist); var cos = Math.cos(mc.thePlayer.rotationYaw * (Math.PI * 2 / 360)); var sin = Math.sin(mc.thePlayer.rotationYaw * (Math.PI * 2 / 360)); var rotY = -(pos2 * cos - pos1 * sin); var rotX = -(pos1 * cos + pos2 * sin); var var7 = 0 - rotX; var var9 = 0 - rotY; if (MathHelper.sqrt_double(var7 * var7 + var9 * var9) < size / 2 - 4) { var angle = (Math.atan2(rotY - 0, rotX - 0) * 180 / Math.PI); var x = ((size / 2) * Math.cos(Math.toRadians(angle))) + xOffset + size / 2; var y = ((size / 2) * Math.sin(Math.toRadians(angle))) + yOffset + size / 2; GlStateManager.pushMatrix(); GlStateManager.translate(x, y, 0); GlStateManager.rotate(angle, 0, 0, 1); GlStateManager.scale(1.5, 1.0, 1.0); if (module.settings.mode.get() == "Solid"){ drawESPCircle(0, 0, 2.2, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); drawESPCircle(0, 0, 1.5, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); drawESPCircle(0, 0, 1.0, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); drawESPCircle(0, 0, 0.5, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); } else { drawESPCircle(0, 0, 2.2, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); } GlStateManager.popMatrix(); } } } GlStateManager.popMatrix(); }); });
Link:
PointerESP.js
Discord:Minger#5223
QQ:2924270322
Email:[email protected]
Github:github.com/aquavitsama -
Fly for HypixelUse Disabler And Create an sendpacket event for it
then 3-4s send a packet can bypass -
[Script]AAC4CriticalsEz mc.thePlayer.onCriticalHit(entity) Just particle
And Packet spam Flag
BeFore Jump u need bypass Velocity kid