Я уже забыл куда чё имено надо ввести по этому на код худа и арморрендерера, а с стаффлистом я сам не ебу что делать.
ArmorRenderer
package im.expensive.ui.display.impl;
import im.expensive.ui.display.ElementRenderer;
import im.expensive.events.EventDisplay;
import lombok.AccessLevel;
import lombok.RequiredArgsConstructor;
import lombok.experimental.FieldDefaults;
import net.minecraft.item.ItemStack;
@FieldDefaults(level = AccessLevel.PRIVATE)
@RequiredArgsConstructor
public class ArmorRenderer implements ElementRenderer {
@Override
public void render(EventDisplay eventDisplay) {
int posX = window.getScaledWidth() / 2 + 95;
int posY = window.getScaledHeight() - (16 + 2);
for (ItemStack itemStack : mc.player.getArmorInventoryList()) {
if (itemStack.isEmpty()) continue;
mc.getItemRenderer().renderItemAndEffectIntoGUI(itemStack, posX, posY);
mc.getItemRenderer().renderItemOverlayIntoGUI(mc.fontRenderer, itemStack, posX, posY, null);
posX += 16 + 2;
}
}
}
Hud
package im.expensive.functions.impl.render;
import com.google.common.eventbus.Subscribe;
import im.expensive.Expensive;
import im.expensive.events.EventDisplay;
import im.expensive.events.EventUpdate;
import im.expensive.functions.api.Category;
import im.expensive.functions.api.Function;
import im.expensive.functions.api.FunctionRegister;
import im.expensive.functions.settings.impl.BooleanSetting;
import im.expensive.functions.settings.impl.ModeListSetting;
import im.expensive.ui.display.impl.*;
import im.expensive.ui.styles.StyleManager;
import im.expensive.utils.drag.Dragging;
import im.expensive.utils.render.ColorUtils;
import lombok.AccessLevel;
import lombok.experimental.FieldDefaults;
@FieldDefaults(level = AccessLevel.PRIVATE)
@FunctionRegister(name = "HUD", type = Category.Render)
public class HUD extends Function {
private final ModeListSetting elements = new ModeListSetting("Элементы",
new BooleanSetting("Ватермарка Wild", true),
new BooleanSetting("Ватермарка версии: 2", false),
new BooleanSetting("Ватермарка версии: 3", false),
new BooleanSetting("Ватермарка версии: 4", false),
new BooleanSetting("Список модулей", true),
new BooleanSetting("Координаты", true),
new BooleanSetting("Эффекты", true),
new BooleanSetting("Инвентарь", true),
new BooleanSetting("Список модерации", true),
new BooleanSetting("Активные бинды", true),
new BooleanSetting("Активный таргет", false),
new BooleanSetting("Активный таргет2", true),
new BooleanSetting("Броня", true)
);
final WatermarkRenderer watermarkRenderer;
final WatermarkRenderer2 watermarkRenderer2;
final WatermarkRenderer3 watermarkRenderer3;
final WatermarkRenderer4 watermarkRenderer4;
final ArrayListRenderer arrayListRenderer;
final CoordsRenderer coordsRenderer;
final PotionRenderer potionRenderer;
final SeeInventoryRenderer seeInventoryRenderer;
final KeyBindRenderer keyBindRenderer;
final TargetInfoRenderer targetInfoRenderer;
final ArmorRenderer armorRenderer;
final StaffListRenderer staffListRenderer;
final TargetHud2 targetHud2;
@Subscribe
private void onUpdate(EventUpdate e) {
if (mc.gameSettings.showDebugInfo) {
return;
}
if (elements.getValueByName("Список модерации").get()) staffListRenderer.update(e);
if (elements.getValueByName("Список модулей").get()) arrayListRenderer.update(e);
}
@Subscribe
private void onDisplay(EventDisplay e) {
if (mc.gameSettings.showDebugInfo || e.getType() != EventDisplay.Type.POST) {
return;
}
if (elements.getValueByName("Координаты").get()) coordsRenderer.render(e);
if (elements.getValueByName("Инвентарь").get()) seeInventoryRenderer.render(e);
if (elements.getValueByName("Эффекты").get()) potionRenderer.render(e);
if (elements.getValueByName("Ватермарка Wild").get()) watermarkRenderer.render(e);
if (elements.getValueByName("Ватермарка версии: 2").get()) watermarkRenderer2.render(e);
if (elements.getValueByName("Ватермарка версии: 3").get()) watermarkRenderer3.render(e);
if (elements.getValueByName("Ватермарка версии: 4").get()) watermarkRenderer4.render(e);
if (elements.getValueByName("Список модулей").get()) arrayListRenderer.render(e);
if (elements.getValueByName("Активные бинды").get()) keyBindRenderer.render(e);
if (elements.getValueByName("Список модерации").get()) staffListRenderer.render(e);
if (elements.getValueByName("Активный таргет").get()) targetInfoRenderer.render(e);
if (elements.getValueByName("Броня").get()) armorRenderer.render(e);
if (elements.getValueByName("Активный таргет2").get()) targetHud2.render(e);
}
public HUD() {
watermarkRenderer = new WatermarkRenderer();
watermarkRenderer2 = new WatermarkRenderer2();
watermarkRenderer3 = new WatermarkRenderer3();
watermarkRenderer4 = new WatermarkRenderer4();
arrayListRenderer = new ArrayListRenderer();
coordsRenderer = new CoordsRenderer();
Dragging dragseeinv = Expensive.getInstance().createDrag(this, "Инвентарь", 163, 5);
Dragging potions = Expensive.getInstance().createDrag(this, "Potions", 278, 5);
armorRenderer = new ArmorRenderer();
Dragging keyBinds = Expensive.getInstance().createDrag(this, "HotKeys", 185, 5);
Dragging dragging = Expensive.getInstance().createDrag(this, "TargetHUD", 74, 128);
Dragging staffList = Expensive.getInstance().createDrag(this, "StaffList", 96, 5);
potionRenderer = new PotionRenderer(potions);
keyBindRenderer = new KeyBindRenderer(keyBinds);
staffListRenderer = new StaffListRenderer(staffList);
targetInfoRenderer = new TargetInfoRenderer(dragging);
targetHud2 = new TargetHud2(dragging);
seeInventoryRenderer = new SeeInventoryRenderer(dragseeinv);
addSettings(elements);
}
public static int getColor(int index) {
StyleManager styleManager = Expensive.getInstance().getStyleManager();
return ColorUtils.gradient(styleManager.getCurrentStyle().getFirstColor().getRGB(), styleManager.getCurrentStyle().getSecondColor().getRGB(), index * 16, 10);
}
public static int getColor(int index, float mult) {
StyleManager styleManager = Expensive.getInstance().getStyleManager();
return ColorUtils.gradient(styleManager.getCurrentStyle().getFirstColor().getRGB(), styleManager.getCurrentStyle().getSecondColor().getRGB(), (int) (index * mult), 10);
}
public static int getColor(int firstColor, int secondColor, int index, float mult) {
return ColorUtils.gradient(firstColor, secondColor, (int) (index * mult), 10);
}
}
Измени под себя и будет воркать.