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Исходник TargetESP как в нурике (Души)

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6 Ноя 2023
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Код:
Expand Collapse Copy
private ResourceLocation texture;
    private static final int MAX_POINTS = 180;

    private void Nursultan(final Event event) {
        if (target != null && mc.player != null) {
            if (event instanceof EventRender e && e.isRender3D()) {
                try {
                    if (texture == null) {
                        IMinecraft.mc.getTextureManager().bindTexture(new ResourceLocation("expensive/images/bloom.png"));
                    }
                    mc.getTextureManager().bindTexture(texture);

                    EntityRendererManager rm = mc.getRenderManager();
                    double x = interpolate(target.lastTickPosX, target.getPosX(), e.partialTicks) - rm.info.getProjectedView().getX();
                    double y = interpolate(target.lastTickPosY, target.getPosY(), e.partialTicks) - rm.info.getProjectedView().getY();
                    double z = interpolate(target.lastTickPosZ, target.getPosZ(), e.partialTicks) - rm.info.getProjectedView().getZ();
                    float height = target.getHeight();
                    float rotationAngle = (System.currentTimeMillis() % 100000000) / 4;


                    setupRenderState();

                    float y23 = 0;
                    buffer.begin(GL_POINTS, DefaultVertexFormats.POSITION_TEX_COLOR);

                    double[] cosAngles = new double[MAX_POINTS + 1];
                    double[] sinAngles = new double[MAX_POINTS + 1];
                    float[] colors = new float[3];

                    for (int j = 0; j <= MAX_POINTS; j++) {
                        double angle = Math.toRadians(j);
                        cosAngles[j] = Math.cos(angle) * 1.2F;
                        sinAngles[j] = Math.sin(angle) * 1.2F;
                    }

                    for (int j = 0; j <= MAX_POINTS; j++) {
                        colors = RenderUtil.IntColor.rgb(Managment.STYLE_MANAGER.getCurrentStyle().getColor(j));
                        double rotatedX = rotateX(cosAngles[j], sinAngles[j], rotationAngle);
                        double rotatedZ = rotateZ(cosAngles[j], sinAngles[j], rotationAngle);

                        float u = (float) (j % 16) / 16.0F;
                        float v = (float) (j / 16) / 16.0F;

                        buffer.pos(x - rotatedX * 0.5, y - 1.5f + height - MathHelper.clamp(y23, -15, 1), z + rotatedZ * 0.5)
                                .tex(u, v)
                                .color(colors[0], colors[1], colors[2], 0.1F).endVertex();
                        buffer.pos(x + rotatedX * 0.5, y - 0.5 + height - MathHelper.clamp(y23, -15, 1), z + rotatedZ * 0.5)
                                .tex(u, v)
                                .color(colors[0], colors[1], colors[2], 0.1F).endVertex();

                        y23 -= 0.003F;
                    }

                    tessellator.draw();
                    restoreRenderState();
                } catch (Exception ex) {
                    ex.printStackTrace();
                }
            }
        }
    }
    private double interpolate(double start, double end, float partialTicks) {
        return start + (end - start) * partialTicks;
    }

    private double rotateX(double cosAngle, double sinAngle, float rotationAngle) {
        double angleRad = Math.toRadians(rotationAngle);
        return cosAngle * Math.cos(angleRad) - sinAngle * Math.sin(angleRad);
    }

    private double rotateZ(double cosAngle, double sinAngle, float rotationAngle) {
        double angleRad = Math.toRadians(rotationAngle);
        return cosAngle * Math.sin(angleRad) + sinAngle * Math.cos(angleRad);
    }
private void setupRenderState() {
        RenderSystem.pushMatrix();
        GL11.glDepthMask(false);
        GL11.glEnable(GL11.GL_POINT_SMOOTH);
        GL11.glPointSize(50);
        RenderSystem.enableTexture();
        RenderSystem.enableBlend();
        RenderSystem.disableAlphaTest();
        RenderSystem.shadeModel(GL11.GL_SMOOTH);
        RenderSystem.disableCull();
    }

    private void restoreRenderState() {
        RenderSystem.enableCull();
        RenderSystem.disableBlend();
        RenderSystem.disableTexture();
        RenderSystem.enableAlphaTest();
        GL11.glDepthMask(true);
        GL11.glDisable(GL11.GL_POINT_SMOOTH);
        RenderSystem.shadeModel(GL11.GL_FLAT);
        RenderSystem.popMatrix();
    }
1716988828758.png
 
Exp 2.0 или 3.1?
 
это мои зач ты из слил?
 
Код:
Expand Collapse Copy
private ResourceLocation texture;
    private static final int MAX_POINTS = 180;

    private void Nursultan(final Event event) {
        if (target != null && mc.player != null) {
            if (event instanceof EventRender e && e.isRender3D()) {
                try {
                    if (texture == null) {
                        IMinecraft.mc.getTextureManager().bindTexture(new ResourceLocation("expensive/images/bloom.png"));
                    }
                    mc.getTextureManager().bindTexture(texture);

                    EntityRendererManager rm = mc.getRenderManager();
                    double x = interpolate(target.lastTickPosX, target.getPosX(), e.partialTicks) - rm.info.getProjectedView().getX();
                    double y = interpolate(target.lastTickPosY, target.getPosY(), e.partialTicks) - rm.info.getProjectedView().getY();
                    double z = interpolate(target.lastTickPosZ, target.getPosZ(), e.partialTicks) - rm.info.getProjectedView().getZ();
                    float height = target.getHeight();
                    float rotationAngle = (System.currentTimeMillis() % 100000000) / 4;


                    setupRenderState();

                    float y23 = 0;
                    buffer.begin(GL_POINTS, DefaultVertexFormats.POSITION_TEX_COLOR);

                    double[] cosAngles = new double[MAX_POINTS + 1];
                    double[] sinAngles = new double[MAX_POINTS + 1];
                    float[] colors = new float[3];

                    for (int j = 0; j <= MAX_POINTS; j++) {
                        double angle = Math.toRadians(j);
                        cosAngles[j] = Math.cos(angle) * 1.2F;
                        sinAngles[j] = Math.sin(angle) * 1.2F;
                    }

                    for (int j = 0; j <= MAX_POINTS; j++) {
                        colors = RenderUtil.IntColor.rgb(Managment.STYLE_MANAGER.getCurrentStyle().getColor(j));
                        double rotatedX = rotateX(cosAngles[j], sinAngles[j], rotationAngle);
                        double rotatedZ = rotateZ(cosAngles[j], sinAngles[j], rotationAngle);

                        float u = (float) (j % 16) / 16.0F;
                        float v = (float) (j / 16) / 16.0F;

                        buffer.pos(x - rotatedX * 0.5, y - 1.5f + height - MathHelper.clamp(y23, -15, 1), z + rotatedZ * 0.5)
                                .tex(u, v)
                                .color(colors[0], colors[1], colors[2], 0.1F).endVertex();
                        buffer.pos(x + rotatedX * 0.5, y - 0.5 + height - MathHelper.clamp(y23, -15, 1), z + rotatedZ * 0.5)
                                .tex(u, v)
                                .color(colors[0], colors[1], colors[2], 0.1F).endVertex();

                        y23 -= 0.003F;
                    }

                    tessellator.draw();
                    restoreRenderState();
                } catch (Exception ex) {
                    ex.printStackTrace();
                }
            }
        }
    }
    private double interpolate(double start, double end, float partialTicks) {
        return start + (end - start) * partialTicks;
    }

    private double rotateX(double cosAngle, double sinAngle, float rotationAngle) {
        double angleRad = Math.toRadians(rotationAngle);
        return cosAngle * Math.cos(angleRad) - sinAngle * Math.sin(angleRad);
    }

    private double rotateZ(double cosAngle, double sinAngle, float rotationAngle) {
        double angleRad = Math.toRadians(rotationAngle);
        return cosAngle * Math.sin(angleRad) + sinAngle * Math.cos(angleRad);
    }
private void setupRenderState() {
        RenderSystem.pushMatrix();
        GL11.glDepthMask(false);
        GL11.glEnable(GL11.GL_POINT_SMOOTH);
        GL11.glPointSize(50);
        RenderSystem.enableTexture();
        RenderSystem.enableBlend();
        RenderSystem.disableAlphaTest();
        RenderSystem.shadeModel(GL11.GL_SMOOTH);
        RenderSystem.disableCull();
    }

    private void restoreRenderState() {
        RenderSystem.enableCull();
        RenderSystem.disableBlend();
        RenderSystem.disableTexture();
        RenderSystem.enableAlphaTest();
        GL11.glDepthMask(true);
        GL11.glDisable(GL11.GL_POINT_SMOOTH);
        RenderSystem.shadeModel(GL11.GL_FLAT);
        RenderSystem.popMatrix();
    }
Посмотреть вложение 277837
ЛАДНО
А ты что думал? Учись на ошибках
добавь спиды недавно слитые с югейма в свой хряк клиент
 
Последнее редактирование:
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Код:
Expand Collapse Copy
private ResourceLocation texture;
    private static final int MAX_POINTS = 180;

    private void Nursultan(final Event event) {
        if (target != null && mc.player != null) {
            if (event instanceof EventRender e && e.isRender3D()) {
                try {
                    if (texture == null) {
                        IMinecraft.mc.getTextureManager().bindTexture(new ResourceLocation("expensive/images/bloom.png"));
                    }
                    mc.getTextureManager().bindTexture(texture);

                    EntityRendererManager rm = mc.getRenderManager();
                    double x = interpolate(target.lastTickPosX, target.getPosX(), e.partialTicks) - rm.info.getProjectedView().getX();
                    double y = interpolate(target.lastTickPosY, target.getPosY(), e.partialTicks) - rm.info.getProjectedView().getY();
                    double z = interpolate(target.lastTickPosZ, target.getPosZ(), e.partialTicks) - rm.info.getProjectedView().getZ();
                    float height = target.getHeight();
                    float rotationAngle = (System.currentTimeMillis() % 100000000) / 4;


                    setupRenderState();

                    float y23 = 0;
                    buffer.begin(GL_POINTS, DefaultVertexFormats.POSITION_TEX_COLOR);

                    double[] cosAngles = new double[MAX_POINTS + 1];
                    double[] sinAngles = new double[MAX_POINTS + 1];
                    float[] colors = new float[3];

                    for (int j = 0; j <= MAX_POINTS; j++) {
                        double angle = Math.toRadians(j);
                        cosAngles[j] = Math.cos(angle) * 1.2F;
                        sinAngles[j] = Math.sin(angle) * 1.2F;
                    }

                    for (int j = 0; j <= MAX_POINTS; j++) {
                        colors = RenderUtil.IntColor.rgb(Managment.STYLE_MANAGER.getCurrentStyle().getColor(j));
                        double rotatedX = rotateX(cosAngles[j], sinAngles[j], rotationAngle);
                        double rotatedZ = rotateZ(cosAngles[j], sinAngles[j], rotationAngle);

                        float u = (float) (j % 16) / 16.0F;
                        float v = (float) (j / 16) / 16.0F;

                        buffer.pos(x - rotatedX * 0.5, y - 1.5f + height - MathHelper.clamp(y23, -15, 1), z + rotatedZ * 0.5)
                                .tex(u, v)
                                .color(colors[0], colors[1], colors[2], 0.1F).endVertex();
                        buffer.pos(x + rotatedX * 0.5, y - 0.5 + height - MathHelper.clamp(y23, -15, 1), z + rotatedZ * 0.5)
                                .tex(u, v)
                                .color(colors[0], colors[1], colors[2], 0.1F).endVertex();

                        y23 -= 0.003F;
                    }

                    tessellator.draw();
                    restoreRenderState();
                } catch (Exception ex) {
                    ex.printStackTrace();
                }
            }
        }
    }
    private double interpolate(double start, double end, float partialTicks) {
        return start + (end - start) * partialTicks;
    }

    private double rotateX(double cosAngle, double sinAngle, float rotationAngle) {
        double angleRad = Math.toRadians(rotationAngle);
        return cosAngle * Math.cos(angleRad) - sinAngle * Math.sin(angleRad);
    }

    private double rotateZ(double cosAngle, double sinAngle, float rotationAngle) {
        double angleRad = Math.toRadians(rotationAngle);
        return cosAngle * Math.sin(angleRad) + sinAngle * Math.cos(angleRad);
    }
private void setupRenderState() {
        RenderSystem.pushMatrix();
        GL11.glDepthMask(false);
        GL11.glEnable(GL11.GL_POINT_SMOOTH);
        GL11.glPointSize(50);
        RenderSystem.enableTexture();
        RenderSystem.enableBlend();
        RenderSystem.disableAlphaTest();
        RenderSystem.shadeModel(GL11.GL_SMOOTH);
        RenderSystem.disableCull();
    }

    private void restoreRenderState() {
        RenderSystem.enableCull();
        RenderSystem.disableBlend();
        RenderSystem.disableTexture();
        RenderSystem.enableAlphaTest();
        GL11.glDepthMask(true);
        GL11.glDisable(GL11.GL_POINT_SMOOTH);
        RenderSystem.shadeModel(GL11.GL_FLAT);
        RenderSystem.popMatrix();
    }
Посмотреть вложение 277837
У меня большой вопрос зачем это поинтами делать если будет quad_strip лучше намного через картинку
 
картинку пазязя
 
Код:
Expand Collapse Copy
private ResourceLocation texture;
    private static final int MAX_POINTS = 180;

    private void Nursultan(final Event event) {
        if (target != null && mc.player != null) {
            if (event instanceof EventRender e && e.isRender3D()) {
                try {
                    if (texture == null) {
                        IMinecraft.mc.getTextureManager().bindTexture(new ResourceLocation("expensive/images/bloom.png"));
                    }
                    mc.getTextureManager().bindTexture(texture);

                    EntityRendererManager rm = mc.getRenderManager();
                    double x = interpolate(target.lastTickPosX, target.getPosX(), e.partialTicks) - rm.info.getProjectedView().getX();
                    double y = interpolate(target.lastTickPosY, target.getPosY(), e.partialTicks) - rm.info.getProjectedView().getY();
                    double z = interpolate(target.lastTickPosZ, target.getPosZ(), e.partialTicks) - rm.info.getProjectedView().getZ();
                    float height = target.getHeight();
                    float rotationAngle = (System.currentTimeMillis() % 100000000) / 4;


                    setupRenderState();

                    float y23 = 0;
                    buffer.begin(GL_POINTS, DefaultVertexFormats.POSITION_TEX_COLOR);

                    double[] cosAngles = new double[MAX_POINTS + 1];
                    double[] sinAngles = new double[MAX_POINTS + 1];
                    float[] colors = new float[3];

                    for (int j = 0; j <= MAX_POINTS; j++) {
                        double angle = Math.toRadians(j);
                        cosAngles[j] = Math.cos(angle) * 1.2F;
                        sinAngles[j] = Math.sin(angle) * 1.2F;
                    }

                    for (int j = 0; j <= MAX_POINTS; j++) {
                        colors = RenderUtil.IntColor.rgb(Managment.STYLE_MANAGER.getCurrentStyle().getColor(j));
                        double rotatedX = rotateX(cosAngles[j], sinAngles[j], rotationAngle);
                        double rotatedZ = rotateZ(cosAngles[j], sinAngles[j], rotationAngle);

                        float u = (float) (j % 16) / 16.0F;
                        float v = (float) (j / 16) / 16.0F;

                        buffer.pos(x - rotatedX * 0.5, y - 1.5f + height - MathHelper.clamp(y23, -15, 1), z + rotatedZ * 0.5)
                                .tex(u, v)
                                .color(colors[0], colors[1], colors[2], 0.1F).endVertex();
                        buffer.pos(x + rotatedX * 0.5, y - 0.5 + height - MathHelper.clamp(y23, -15, 1), z + rotatedZ * 0.5)
                                .tex(u, v)
                                .color(colors[0], colors[1], colors[2], 0.1F).endVertex();

                        y23 -= 0.003F;
                    }

                    tessellator.draw();
                    restoreRenderState();
                } catch (Exception ex) {
                    ex.printStackTrace();
                }
            }
        }
    }
    private double interpolate(double start, double end, float partialTicks) {
        return start + (end - start) * partialTicks;
    }

    private double rotateX(double cosAngle, double sinAngle, float rotationAngle) {
        double angleRad = Math.toRadians(rotationAngle);
        return cosAngle * Math.cos(angleRad) - sinAngle * Math.sin(angleRad);
    }

    private double rotateZ(double cosAngle, double sinAngle, float rotationAngle) {
        double angleRad = Math.toRadians(rotationAngle);
        return cosAngle * Math.sin(angleRad) + sinAngle * Math.cos(angleRad);
    }
private void setupRenderState() {
        RenderSystem.pushMatrix();
        GL11.glDepthMask(false);
        GL11.glEnable(GL11.GL_POINT_SMOOTH);
        GL11.glPointSize(50);
        RenderSystem.enableTexture();
        RenderSystem.enableBlend();
        RenderSystem.disableAlphaTest();
        RenderSystem.shadeModel(GL11.GL_SMOOTH);
        RenderSystem.disableCull();
    }

    private void restoreRenderState() {
        RenderSystem.enableCull();
        RenderSystem.disableBlend();
        RenderSystem.disableTexture();
        RenderSystem.enableAlphaTest();
        GL11.glDepthMask(true);
        GL11.glDisable(GL11.GL_POINT_SMOOTH);
        RenderSystem.shadeModel(GL11.GL_FLAT);
        RenderSystem.popMatrix();
    }
Посмотреть вложение 277837
Как же сложно с ЗандерХака спастить, где оно уже пол года лежит
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
куда это вообще сувать надо? скажите пж
 
Тутор на пастинг плз
 
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