TargetEsp (круг) expensive 3.1

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2 Фев 2024
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
в ваш targetEsp добавляем
Код:
Expand Collapse Copy
@Subscribe
        private void onWorldEvent(WorldEvent e) {
            if (mode.is("Круг")) {
                EntityRendererManager rm = mc.getRenderManager();

                double x = target.lastTickPosX + (this.target.getPosX() - this.target.lastTickPosX) * (double) e.getPartialTicks() - rm.info.getProjectedView().getX();
                double y = target.lastTickPosY + (this.target.getPosY() - this.target.lastTickPosY) * (double) e.getPartialTicks() - rm.info.getProjectedView().getY();
                double z = target.lastTickPosZ + (this.target.getPosZ() - this.target.lastTickPosZ) * (double) e.getPartialTicks() - rm.info.getProjectedView().getZ();

                float height = target.getHeight();

                double duration = 2000;
                double elapsed = (System.currentTimeMillis() % duration);

                boolean side = elapsed > (duration / 2);
                double progress = elapsed / (duration / 2);

                if (side) progress -= 1;
                else progress = 1 - progress;

                progress = (progress < 0.5) ? 2 * progress * progress : 1 - pow((-2 * progress + 2), 2) / 2;

                double eased = (height / 2) * ((progress > 0.5) ? 1 - progress : progress) * ((side) ? -1 : 1);

                RenderSystem.pushMatrix();
                GL11.glDepthMask(false);
                GL11.glEnable(GL11.GL_LINE_SMOOTH);
                GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
                RenderSystem.disableTexture();
                RenderSystem.enableBlend();
                RenderSystem.disableAlphaTest();
                RenderSystem.shadeModel(GL11.GL_SMOOTH);
                RenderSystem.disableCull();

                RenderSystem.lineWidth(1.5f);
                RenderSystem.color4f(-1f, -1f, -1f, -1f);

                buffer.begin(GL11.GL_QUAD_STRIP, DefaultVertexFormats.POSITION_COLOR);

                for (int i = 0; i <= 360; i++) {
                    buffer.pos(x + cos(toRadians(i)) * target.getWidth() * 0.8, y + (height * progress), z + sin(toRadians(i)) * target.getWidth() * 0.8)
                            .color(ColorUtils.getColor(0)).endVertex();
                    buffer.pos(x + cos(toRadians(i)) * target.getWidth() * 0.8, y + (height * progress) + eased, z + sin(toRadians(i)) * target.getWidth() * 0.8)
                            .color(ColorUtils.getColor(0)).endVertex();
                }

                buffer.finishDrawing();
                WorldVertexBufferUploader.draw(buffer);
                RenderSystem.color4f(-1f, -1f, -1f, -1f);

                buffer.begin(GL11.GL_LINE_LOOP, DefaultVertexFormats.POSITION_COLOR);

                for (int i = 0; i <= 360; i++) {
                    buffer.pos(x + cos(toRadians(i)) * target.getWidth() * 0.8, y + (height * progress), z + sin(toRadians(i)) * target.getWidth() * 0.8)
                            .color(ColorUtils.getColor(0)).endVertex();
                }

                buffer.finishDrawing();
                WorldVertexBufferUploader.draw(buffer);
                RenderSystem.enableCull();
                RenderSystem.disableBlend();
                RenderSystem.enableTexture();
                RenderSystem.enableAlphaTest();
                GL11.glDepthMask(true);
                GL11.glDisable(GL11.GL_LINE_SMOOTH);
                GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
                RenderSystem.shadeModel(GL11.GL_FLAT);
                RenderSystem.popMatrix();
            }
ss:
1720229394997.png
можете попробивать свой .color добавте в первый , 5F) во второй , 0F)
и будет ss:
1720229957182.png
ну вы поняли будет отрисовка следов
 
Последнее редактирование:
скинь с импортами,пшшш
 
в ваш targetEsp добавляем
Код:
Expand Collapse Copy
@Subscribe
        private void onWorldEvent(WorldEvent e) {
            if (mode.is("Круг")) {
                EntityRendererManager rm = mc.getRenderManager();

                double x = target.lastTickPosX + (this.target.getPosX() - this.target.lastTickPosX) * (double) e.getPartialTicks() - rm.info.getProjectedView().getX();
                double y = target.lastTickPosY + (this.target.getPosY() - this.target.lastTickPosY) * (double) e.getPartialTicks() - rm.info.getProjectedView().getY();
                double z = target.lastTickPosZ + (this.target.getPosZ() - this.target.lastTickPosZ) * (double) e.getPartialTicks() - rm.info.getProjectedView().getZ();

                float height = target.getHeight();

                double duration = 2000;
                double elapsed = (System.currentTimeMillis() % duration);

                boolean side = elapsed > (duration / 2);
                double progress = elapsed / (duration / 2);

                if (side) progress -= 1;
                else progress = 1 - progress;

                progress = (progress < 0.5) ? 2 * progress * progress : 1 - pow((-2 * progress + 2), 2) / 2;

                double eased = (height / 2) * ((progress > 0.5) ? 1 - progress : progress) * ((side) ? -1 : 1);

                RenderSystem.pushMatrix();
                GL11.glDepthMask(false);
                GL11.glEnable(GL11.GL_LINE_SMOOTH);
                GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
                RenderSystem.disableTexture();
                RenderSystem.enableBlend();
                RenderSystem.disableAlphaTest();
                RenderSystem.shadeModel(GL11.GL_SMOOTH);
                RenderSystem.disableCull();

                RenderSystem.lineWidth(1.5f);
                RenderSystem.color4f(-1f, -1f, -1f, -1f);

                buffer.begin(GL11.GL_QUAD_STRIP, DefaultVertexFormats.POSITION_COLOR);

                for (int i = 0; i <= 360; i++) {
                    buffer.pos(x + cos(toRadians(i)) * target.getWidth() * 0.8, y + (height * progress), z + sin(toRadians(i)) * target.getWidth() * 0.8)
                            .color(ColorUtils.getColor(0)).endVertex();
                    buffer.pos(x + cos(toRadians(i)) * target.getWidth() * 0.8, y + (height * progress) + eased, z + sin(toRadians(i)) * target.getWidth() * 0.8)
                            .color(ColorUtils.getColor(0)).endVertex();
                }

                buffer.finishDrawing();
                WorldVertexBufferUploader.draw(buffer);
                RenderSystem.color4f(-1f, -1f, -1f, -1f);

                buffer.begin(GL11.GL_LINE_LOOP, DefaultVertexFormats.POSITION_COLOR);

                for (int i = 0; i <= 360; i++) {
                    buffer.pos(x + cos(toRadians(i)) * target.getWidth() * 0.8, y + (height * progress), z + sin(toRadians(i)) * target.getWidth() * 0.8)
                            .color(ColorUtils.getColor(0)).endVertex();
                }

                buffer.finishDrawing();
                WorldVertexBufferUploader.draw(buffer);
                RenderSystem.enableCull();
                RenderSystem.disableBlend();
                RenderSystem.enableTexture();
                RenderSystem.enableAlphaTest();
                GL11.glDepthMask(true);
                GL11.glDisable(GL11.GL_LINE_SMOOTH);
                GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
                RenderSystem.shadeModel(GL11.GL_FLAT);
                RenderSystem.popMatrix();
            }
ss: Посмотреть вложение 280580 можете попробивать свой .color добавте в первый , 5F) во второй , 0F)
и будет ss:Посмотреть вложение 280582ну вы поняли будет отрисовка следов
чёта как то его на сво разьебало ,я сделал и получше
 
в ваш targetEsp добавляем
Код:
Expand Collapse Copy
@Subscribe
        private void onWorldEvent(WorldEvent e) {
            if (mode.is("Круг")) {
                EntityRendererManager rm = mc.getRenderManager();

                double x = target.lastTickPosX + (this.target.getPosX() - this.target.lastTickPosX) * (double) e.getPartialTicks() - rm.info.getProjectedView().getX();
                double y = target.lastTickPosY + (this.target.getPosY() - this.target.lastTickPosY) * (double) e.getPartialTicks() - rm.info.getProjectedView().getY();
                double z = target.lastTickPosZ + (this.target.getPosZ() - this.target.lastTickPosZ) * (double) e.getPartialTicks() - rm.info.getProjectedView().getZ();

                float height = target.getHeight();

                double duration = 2000;
                double elapsed = (System.currentTimeMillis() % duration);

                boolean side = elapsed > (duration / 2);
                double progress = elapsed / (duration / 2);

                if (side) progress -= 1;
                else progress = 1 - progress;

                progress = (progress < 0.5) ? 2 * progress * progress : 1 - pow((-2 * progress + 2), 2) / 2;

                double eased = (height / 2) * ((progress > 0.5) ? 1 - progress : progress) * ((side) ? -1 : 1);

                RenderSystem.pushMatrix();
                GL11.glDepthMask(false);
                GL11.glEnable(GL11.GL_LINE_SMOOTH);
                GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
                RenderSystem.disableTexture();
                RenderSystem.enableBlend();
                RenderSystem.disableAlphaTest();
                RenderSystem.shadeModel(GL11.GL_SMOOTH);
                RenderSystem.disableCull();

                RenderSystem.lineWidth(1.5f);
                RenderSystem.color4f(-1f, -1f, -1f, -1f);

                buffer.begin(GL11.GL_QUAD_STRIP, DefaultVertexFormats.POSITION_COLOR);

                for (int i = 0; i <= 360; i++) {
                    buffer.pos(x + cos(toRadians(i)) * target.getWidth() * 0.8, y + (height * progress), z + sin(toRadians(i)) * target.getWidth() * 0.8)
                            .color(ColorUtils.getColor(0)).endVertex();
                    buffer.pos(x + cos(toRadians(i)) * target.getWidth() * 0.8, y + (height * progress) + eased, z + sin(toRadians(i)) * target.getWidth() * 0.8)
                            .color(ColorUtils.getColor(0)).endVertex();
                }

                buffer.finishDrawing();
                WorldVertexBufferUploader.draw(buffer);
                RenderSystem.color4f(-1f, -1f, -1f, -1f);

                buffer.begin(GL11.GL_LINE_LOOP, DefaultVertexFormats.POSITION_COLOR);

                for (int i = 0; i <= 360; i++) {
                    buffer.pos(x + cos(toRadians(i)) * target.getWidth() * 0.8, y + (height * progress), z + sin(toRadians(i)) * target.getWidth() * 0.8)
                            .color(ColorUtils.getColor(0)).endVertex();
                }

                buffer.finishDrawing();
                WorldVertexBufferUploader.draw(buffer);
                RenderSystem.enableCull();
                RenderSystem.disableBlend();
                RenderSystem.enableTexture();
                RenderSystem.enableAlphaTest();
                GL11.glDepthMask(true);
                GL11.glDisable(GL11.GL_LINE_SMOOTH);
                GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
                RenderSystem.shadeModel(GL11.GL_FLAT);
                RenderSystem.popMatrix();
            }
ss: Посмотреть вложение 280580 можете попробивать свой .color добавте в первый , 5F) во второй , 0F)
и будет ss:Посмотреть вложение 280582ну вы поняли будет отрисовка следов
заебись
 
в ваш targetEsp добавляем
Код:
Expand Collapse Copy
@Subscribe
        private void onWorldEvent(WorldEvent e) {
            if (mode.is("Круг")) {
                EntityRendererManager rm = mc.getRenderManager();

                double x = target.lastTickPosX + (this.target.getPosX() - this.target.lastTickPosX) * (double) e.getPartialTicks() - rm.info.getProjectedView().getX();
                double y = target.lastTickPosY + (this.target.getPosY() - this.target.lastTickPosY) * (double) e.getPartialTicks() - rm.info.getProjectedView().getY();
                double z = target.lastTickPosZ + (this.target.getPosZ() - this.target.lastTickPosZ) * (double) e.getPartialTicks() - rm.info.getProjectedView().getZ();

                float height = target.getHeight();

                double duration = 2000;
                double elapsed = (System.currentTimeMillis() % duration);

                boolean side = elapsed > (duration / 2);
                double progress = elapsed / (duration / 2);

                if (side) progress -= 1;
                else progress = 1 - progress;

                progress = (progress < 0.5) ? 2 * progress * progress : 1 - pow((-2 * progress + 2), 2) / 2;

                double eased = (height / 2) * ((progress > 0.5) ? 1 - progress : progress) * ((side) ? -1 : 1);

                RenderSystem.pushMatrix();
                GL11.glDepthMask(false);
                GL11.glEnable(GL11.GL_LINE_SMOOTH);
                GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
                RenderSystem.disableTexture();
                RenderSystem.enableBlend();
                RenderSystem.disableAlphaTest();
                RenderSystem.shadeModel(GL11.GL_SMOOTH);
                RenderSystem.disableCull();

                RenderSystem.lineWidth(1.5f);
                RenderSystem.color4f(-1f, -1f, -1f, -1f);

                buffer.begin(GL11.GL_QUAD_STRIP, DefaultVertexFormats.POSITION_COLOR);

                for (int i = 0; i <= 360; i++) {
                    buffer.pos(x + cos(toRadians(i)) * target.getWidth() * 0.8, y + (height * progress), z + sin(toRadians(i)) * target.getWidth() * 0.8)
                            .color(ColorUtils.getColor(0)).endVertex();
                    buffer.pos(x + cos(toRadians(i)) * target.getWidth() * 0.8, y + (height * progress) + eased, z + sin(toRadians(i)) * target.getWidth() * 0.8)
                            .color(ColorUtils.getColor(0)).endVertex();
                }

                buffer.finishDrawing();
                WorldVertexBufferUploader.draw(buffer);
                RenderSystem.color4f(-1f, -1f, -1f, -1f);

                buffer.begin(GL11.GL_LINE_LOOP, DefaultVertexFormats.POSITION_COLOR);

                for (int i = 0; i <= 360; i++) {
                    buffer.pos(x + cos(toRadians(i)) * target.getWidth() * 0.8, y + (height * progress), z + sin(toRadians(i)) * target.getWidth() * 0.8)
                            .color(ColorUtils.getColor(0)).endVertex();
                }

                buffer.finishDrawing();
                WorldVertexBufferUploader.draw(buffer);
                RenderSystem.enableCull();
                RenderSystem.disableBlend();
                RenderSystem.enableTexture();
                RenderSystem.enableAlphaTest();
                GL11.glDepthMask(true);
                GL11.glDisable(GL11.GL_LINE_SMOOTH);
                GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
                RenderSystem.shadeModel(GL11.GL_FLAT);
                RenderSystem.popMatrix();
            }
ss: Посмотреть вложение 280580 можете попробивать свой .color добавте в первый , 5F) во второй , 0F)
и будет ss:Посмотреть вложение 280582ну вы поняли будет отрисовка следов
Сделает любой пастер у кого есть руки а не жопа :seemsgood:
 
в ваш targetEsp добавляем
Код:
Expand Collapse Copy
@Subscribe
        private void onWorldEvent(WorldEvent e) {
            if (mode.is("Круг")) {
                EntityRendererManager rm = mc.getRenderManager();

                double x = target.lastTickPosX + (this.target.getPosX() - this.target.lastTickPosX) * (double) e.getPartialTicks() - rm.info.getProjectedView().getX();
                double y = target.lastTickPosY + (this.target.getPosY() - this.target.lastTickPosY) * (double) e.getPartialTicks() - rm.info.getProjectedView().getY();
                double z = target.lastTickPosZ + (this.target.getPosZ() - this.target.lastTickPosZ) * (double) e.getPartialTicks() - rm.info.getProjectedView().getZ();

                float height = target.getHeight();

                double duration = 2000;
                double elapsed = (System.currentTimeMillis() % duration);

                boolean side = elapsed > (duration / 2);
                double progress = elapsed / (duration / 2);

                if (side) progress -= 1;
                else progress = 1 - progress;

                progress = (progress < 0.5) ? 2 * progress * progress : 1 - pow((-2 * progress + 2), 2) / 2;

                double eased = (height / 2) * ((progress > 0.5) ? 1 - progress : progress) * ((side) ? -1 : 1);

                RenderSystem.pushMatrix();
                GL11.glDepthMask(false);
                GL11.glEnable(GL11.GL_LINE_SMOOTH);
                GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
                RenderSystem.disableTexture();
                RenderSystem.enableBlend();
                RenderSystem.disableAlphaTest();
                RenderSystem.shadeModel(GL11.GL_SMOOTH);
                RenderSystem.disableCull();

                RenderSystem.lineWidth(1.5f);
                RenderSystem.color4f(-1f, -1f, -1f, -1f);

                buffer.begin(GL11.GL_QUAD_STRIP, DefaultVertexFormats.POSITION_COLOR);

                for (int i = 0; i <= 360; i++) {
                    buffer.pos(x + cos(toRadians(i)) * target.getWidth() * 0.8, y + (height * progress), z + sin(toRadians(i)) * target.getWidth() * 0.8)
                            .color(ColorUtils.getColor(0)).endVertex();
                    buffer.pos(x + cos(toRadians(i)) * target.getWidth() * 0.8, y + (height * progress) + eased, z + sin(toRadians(i)) * target.getWidth() * 0.8)
                            .color(ColorUtils.getColor(0)).endVertex();
                }

                buffer.finishDrawing();
                WorldVertexBufferUploader.draw(buffer);
                RenderSystem.color4f(-1f, -1f, -1f, -1f);

                buffer.begin(GL11.GL_LINE_LOOP, DefaultVertexFormats.POSITION_COLOR);

                for (int i = 0; i <= 360; i++) {
                    buffer.pos(x + cos(toRadians(i)) * target.getWidth() * 0.8, y + (height * progress), z + sin(toRadians(i)) * target.getWidth() * 0.8)
                            .color(ColorUtils.getColor(0)).endVertex();
                }

                buffer.finishDrawing();
                WorldVertexBufferUploader.draw(buffer);
                RenderSystem.enableCull();
                RenderSystem.disableBlend();
                RenderSystem.enableTexture();
                RenderSystem.enableAlphaTest();
                GL11.glDepthMask(true);
                GL11.glDisable(GL11.GL_LINE_SMOOTH);
                GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
                RenderSystem.shadeModel(GL11.GL_FLAT);
                RenderSystem.popMatrix();
            }
ss: Посмотреть вложение 280580 можете попробивать свой .color добавте в первый , 5F) во второй , 0F)
и будет ss:Посмотреть вложение 280582ну вы поняли будет отрисовка следов
лучше бы свои призраки слил.
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
он не про те которые слили
в ваш targetEsp добавляем
Код:
Expand Collapse Copy
@Subscribe
        private void onWorldEvent(WorldEvent e) {
            if (mode.is("Круг")) {
                EntityRendererManager rm = mc.getRenderManager();

                double x = target.lastTickPosX + (this.target.getPosX() - this.target.lastTickPosX) * (double) e.getPartialTicks() - rm.info.getProjectedView().getX();
                double y = target.lastTickPosY + (this.target.getPosY() - this.target.lastTickPosY) * (double) e.getPartialTicks() - rm.info.getProjectedView().getY();
                double z = target.lastTickPosZ + (this.target.getPosZ() - this.target.lastTickPosZ) * (double) e.getPartialTicks() - rm.info.getProjectedView().getZ();

                float height = target.getHeight();

                double duration = 2000;
                double elapsed = (System.currentTimeMillis() % duration);

                boolean side = elapsed > (duration / 2);
                double progress = elapsed / (duration / 2);

                if (side) progress -= 1;
                else progress = 1 - progress;

                progress = (progress < 0.5) ? 2 * progress * progress : 1 - pow((-2 * progress + 2), 2) / 2;

                double eased = (height / 2) * ((progress > 0.5) ? 1 - progress : progress) * ((side) ? -1 : 1);

                RenderSystem.pushMatrix();
                GL11.glDepthMask(false);
                GL11.glEnable(GL11.GL_LINE_SMOOTH);
                GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
                RenderSystem.disableTexture();
                RenderSystem.enableBlend();
                RenderSystem.disableAlphaTest();
                RenderSystem.shadeModel(GL11.GL_SMOOTH);
                RenderSystem.disableCull();

                RenderSystem.lineWidth(1.5f);
                RenderSystem.color4f(-1f, -1f, -1f, -1f);

                buffer.begin(GL11.GL_QUAD_STRIP, DefaultVertexFormats.POSITION_COLOR);

                for (int i = 0; i <= 360; i++) {
                    buffer.pos(x + cos(toRadians(i)) * target.getWidth() * 0.8, y + (height * progress), z + sin(toRadians(i)) * target.getWidth() * 0.8)
                            .color(ColorUtils.getColor(0)).endVertex();
                    buffer.pos(x + cos(toRadians(i)) * target.getWidth() * 0.8, y + (height * progress) + eased, z + sin(toRadians(i)) * target.getWidth() * 0.8)
                            .color(ColorUtils.getColor(0)).endVertex();
                }

                buffer.finishDrawing();
                WorldVertexBufferUploader.draw(buffer);
                RenderSystem.color4f(-1f, -1f, -1f, -1f);

                buffer.begin(GL11.GL_LINE_LOOP, DefaultVertexFormats.POSITION_COLOR);

                for (int i = 0; i <= 360; i++) {
                    buffer.pos(x + cos(toRadians(i)) * target.getWidth() * 0.8, y + (height * progress), z + sin(toRadians(i)) * target.getWidth() * 0.8)
                            .color(ColorUtils.getColor(0)).endVertex();
                }

                buffer.finishDrawing();
                WorldVertexBufferUploader.draw(buffer);
                RenderSystem.enableCull();
                RenderSystem.disableBlend();
                RenderSystem.enableTexture();
                RenderSystem.enableAlphaTest();
                GL11.glDepthMask(true);
                GL11.glDisable(GL11.GL_LINE_SMOOTH);
                GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
                RenderSystem.shadeModel(GL11.GL_FLAT);
                RenderSystem.popMatrix();
            }
ss: Посмотреть вложение 280580 можете попробивать свой .color добавте в первый , 5F) во второй , 0F)
и будет ss:Посмотреть вложение 280582ну вы поняли будет отрисовка следов
если проблема с target private LivingEntity target;
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
нахуй я вернулся суда
 
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