Reach

[X] Definitive
Lag-compensated reach — catches attackers hitting victims from beyond vanilla melee reach. Ported from Nemesis RangeA + Grim Reach.
id: reach  ·  class: ReachCheck  ·  group: Combat

What it detects

Lag-compensated reach — catches attackers hitting victims from beyond vanilla melee reach. Ported from Nemesis RangeA + Grim Reach.

Observer signature

On each AttackEvent, measures the minimum attacker-eye to victim-hitbox ray intercept over 3 candidate looks (current yaw/pitch, lastYaw+pitch, lastYaw+lastPitch) x candidate victim positions (current + last ~3 ticks from the ring buffer). Flags when the minimum intercept distance exceeds threshold + 0.5. VL level = ceil((dist - maxReach) * 2.0).

False-positive guards

  • Attacker-in-vehicle exempt
  • Victim-dead exempt
  • Attacker just-teleported-this-tick exempt
  • Pose-aware victim hitbox (sneak/prone/gliding)
  • 1.8 protocol widens hitbox margin by +0.1
  • No-intercept only flagged when the nearest face genuinely exceeds reach (close-range misses dropped as inconclusive)

Configuration

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

FieldDefault
enabledtrue
setbackVL10.0
decay0.25
threshold3.0
flag margin+0.5 beyond maxReach
ring window3 ticks
hitbox margin0.0005 (+0.1 on 1.8)

Source

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