Вопрос Почему не рендерится шапка?

Privatny p100 DT Airlag Break LC Teleport Exploit
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ошибок в консоли нету

code_language.lua:
local visualsz = ui.create("Visuals", "Visuals")
local colornimb = visualsz:color_picker("Hat Color")

--cope triangle function (by some nigga on forums)
local renderer_triangle = function(v2_A, v2_B, v2_C, r, g, b, a)
    local function i(j,k,l)
        local m=(k.y-j.y)*(l.x-k.x)-(k.x-j.x)*(l.y-k.y)
        if m<0 then return true end
        return false
    end
    if i(v2_A,v2_B,v2_C) then render.poly(color(r,g,b,a), vector(v2_A.x,v2_A.y), vector(v2_B.x,v2_B.y), vector(v2_C.x,v2_C.y))
    elseif i(v2_A,v2_C,v2_B) then render.poly(color(r,g,b,a), vector(v2_A.x,v2_A.y), vector(v2_C.x,v2_C.y), vector(v2_B.x,v2_B.y))
    elseif i(v2_B,v2_C,v2_A) then render.poly(color(r,g,b,a), vector(v2_B.x,v2_B.y), vector(v2_C.x,v2_C.y), vector(v2_A.x,v2_A.y))
    elseif i(v2_B,v2_A,v2_C) then render.poly(color(r,g,b,a), vector(v2_B.x,v2_B.y), vector(v2_A.x,v2_A.y), vector(v2_C.x,v2_C.y))
    elseif i(v2_C,v2_A,v2_B) then render.poly(color(r,g,b,a), vector(v2_C.x,v2_C.y), vector(v2_A.x,v2_A.y), vector(v2_B.x,v2_B.y))
    else render.poly(color(r,g,b,a), vector(v2_C.x,v2_C.y), vector(v2_B.x,v2_B.y), vector(v2_A.x,v2_A.y)) end
end

local function world_circle(origin, size)
    if origin.x == nil then
        return
    end

    local last_point = nil

    --Get shit
    local color_g = colornimb:get()

    for i = 0, 360, 5 do
        local new_point = vector(origin.x - (math.sin(math.rad(i)) * size), origin.y - (math.cos(math.rad(i)) * size), origin.z)

        --local actual_color = color_g -- no need

        --Draw line and polygon
        if last_point ~= nil then
            local old_screen_point = render.world_to_screen(vector(last_point.x, last_point.y, last_point.z))
            local new_screen_point = render.world_to_screen(vector(new_point.x, new_point.y, new_point.z))
            local origin_screen_point = render.world_to_screen(vector(origin.x, origin.y, origin.z + 8))

            if old_screen_point.x ~= nil and new_screen_point.x ~= nil and origin_screen_point.x ~= nil then
                renderer_triangle(vector(old_screen_point.x, old_screen_point.y), vector(new_screen_point.x, new_screen_point.y), vector(origin_screen_point.x, origin_screen_point.y), color_g.r, color_g.g, color_g.b, 50/255) 
                render.line(vector(old_screen_point.x, old_screen_point.y), vector(new_screen_point.x, new_screen_point.y), color(color_g.r, color_g.g, color_g.b, 255/255))
                --renderer.line(old_screen_point.x, old_screen_point.y, new_screen_point.x, new_screen_point.y, color_g.r, color_g.g, color_g.b, 255)
            end
        end

        --Update
        last_point = new_point
    end
end

events.render:set(function(ctx)
    if not ui.find("Visuals","World","Main","Force Thirdperson"):get() or entity.get_local_player() == nil then return end
    local localplayer = entity.get_local_player()
    local hitbox_center = localplayer:get_hitbox_position(0)
    world_circle(hitbox_center, 10)
end)
 
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