Legal and policy angle
| Method | Description | |--------|-------------| | | Compares expected knockback vs actual motion | | Knockback threshold | Too many hits without horizontal movement → flag | | Packet order validation | Missing velocity packets while taking damage | | Simulated attacks | Server sends fake velocity and checks client response | | Movement anomaly detection | Taking knockback while standing still → no motion |
Anti-KB functions by modifying how the game client processes "velocity" packets sent from the server.
if (entity == mc.thePlayer) entity.motionX *= scale; entity.motionY *= scale; entity.motionZ *= scale;