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InputBooster
Gamer GuideInput recovery

Combat and movement

What sprint fix, W-tap, anti-idle, auto-strafe, the CPS limiter and burst mode actually do, with their exact conditions.

4 min readInputBooster 4.1.2-alphaMinecraft 26.2 / 26.3

These helpers are small, conditional and easy to misread. Each one has a precondition, and most of them do nothing unless that precondition holds. This page lists the conditions exactly as the code has them.

Movement helpers

Sprint fix and auto-sprint

SprintManager runs only when sprint_fix is enabled. It has two halves:

  • Auto-sprint (auto_sprint): sets player.setSprinting(true) whenever forward is held, the player is not sneaking, and food level is above 6. It returns early, so the manual sprint key is not consulted in that case.
  • Manual sprint: if the sprint key is held together with forward, and the player is not sneaking, and food level is above 6, the player is set to sprinting.
ConditionEffect
Forward held, not sneaking, food > 6Sprinting
Food at 6 or belowNo sprint
SneakingNo sprint

W-tap assist

WTapAssist acts on the tick after forward is released:

java
Vec3 vel = player.getDeltaMovement();
player.setDeltaMovement(vel.x * 0.6, vel.y, vel.z * 0.6);

Horizontal velocity is multiplied by 0.6 on the tick following the release of forward. The velocity is only touched when forward is genuinely up.

This is a local velocity change. It does not send extra packets, and it does not change what the server validates.

Anti-idle

AntiIdleManager adds 0.0001 degrees to the player's yaw every 200 ticks — roughly every ten seconds. That is far below the threshold at which the server would consider the player to be turning.

It exists to keep a session from being treated as idle. It is not an anti-AFK that plays for you.

Auto-strafe

AutoStrafeManager applies a yaw nudge, and every one of these must hold:

ConditionValue
auto_strafe enabledyes
The player is sprintingrequired
FPS40 or lower
Forward is heldrequired
Exactly one strafe key is heldleft xor right

The applied delta is ±0.4 * (40 / FPS) degrees. At 20 FPS that is 0.8 degrees per tick; at 40 FPS it is 0.4.

The CPS limiter

CpsLimiter caps how many attacks per second reach the game. It is a token bucket: the bucket refills at max_cps tokens per second and holds at most max_cps tokens, so the long-run average is capped while short bursts pass through. The bucket starts full, so your first burst after joining a world is not swallowed.

The four modes

The effective cap is computed once per second and reused for that whole second, so two clicks in the same second always see the same limit.

ModeEffective cap
FIXEDmax_cps
HUMANIZEDmax_cps minus a deterministic jitter of 0 to 2
WEAPON_AWAREmin(max_cps, 16)
COOLDOWNmin(max_cps, 18), plus a minimum gap between accepted clicks

COOLDOWN additionally requires a gap of max(35 ms, 1000 / max_cps) between two accepted clicks. The gap is computed in milliseconds first and converted to nanoseconds once.

What a blocked click does

When the limiter rejects an attack, the mod still suppresses vanilla's attack for that tick. A blocked click stays blocked; it does not leak through as a vanilla click.

Modes and the max_cps slider

max_cps ranges from 1 to 20. WEAPON_AWARE and COOLDOWN can only lower it, never raise it.

Burst mode

With burst_mode enabled, the mod watches the frame rate. When it drops by more than 20 percent in one tick — and the previous frame rate was above 10 — the poller runs at 1000 Hz for 60 ticks, about three seconds.

text
FPS dropped from 120 to 80 (33%), bursting to 1000 Hz for 3s

The action bar confirms the burst and its end when show_action_bar is on.

Click sounds

click_sounds is off by default. When it is on, a click sound plays for actions the mod executed — but only for physical input, never for a replayed event.

SettingRangeDefault
click_sound_pitch0.5 to 2.01.35
click_sound_volume0.0 to 1.00.35

Safe mode

If a feature throws repeatedly, safe mode disables that feature instead of letting it take the client down. Five errors within ten seconds for one module disables that module; it is re-enabled after a quiet window.

The modules safe mode knows about are input, combat, movement, debug, profiles, anti_idle and replay. The input module is the execution layer itself, so safe mode can stop the mod from touching the player while the rest of the mod keeps running.