Spin
Makes you spin fast to confuse your opponents.
Mode
- LEGIT: really turns you on the server, with your movement corrected so your keys still go where you're looking
- SERVER: spins only the yaw in the rotation packets you send. Your camera, movement and keys stay exactly as they are, so pressing W goes straight forward with no correction needed. Other players see you spin, and you see it on your own model in third person
- FAKE: spins your model on your own screen only. Nothing is sent to the server
Parts
Only visible in SERVER and FAKE. Which part of your model spins: BOTH, the BODY only, or the HEAD only.
In SERVER mode, BODY and HEAD are for 1.8 servers. A 1.8 server leaves your head on the yaw you sent the tick before, so the spin is sent every other tick with your real aim in between, and other players see one part spin while the other keeps your aim. With BODY, your head follows where you look, or what a module like Silent Aura is aiming at, while your body keeps spinning. Modern servers always put your head on your latest yaw, so there other players see you spin as a whole.
Speed
How fast your server-side yaw spins, in degrees per second.
Direction
Controls whether the spin moves to the RIGHT or LEFT.
Pitch
The server-side pitch used while spinning, in LEGIT, and in SERVER when Parts is BOTH. Spinning only the body or head keeps your real pitch.
Movement Correction
Only in LEGIT.
Remaps movement input so holding a key continues moving relative to your client camera, even while your server-side yaw spins.
Jump Timing
When enabled, jump input is delayed until the spin is close enough to the direction you are trying to move. This helps sprint jumps go forward instead of launching off at the current spin angle.
Jump Window
How close the server yaw must be to your intended movement direction before jump is allowed.
Snap on action
Only in LEGIT. When you jump, swing or right-click, turn straight back to where you're looking so it goes the way you aimed, then carry on spinning. A click made while you're spun away is held back for one tick while the server is sent your real aim, then goes through, so punches and clicks on NPCs land on what's under your crosshair. A jump only snaps the tick you take off, so you keep spinning in the air, and holding attack to mine keeps you facing the block until you let go. On by default.