Исходник Слив таргет esp (призрак) 3.1

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в профиле указан
у тебя профиль скрыт кста
не рендерится, хз почему, мб импорты в методах напутал, помогите жп жп
By: ctrax123, lasiiiiiggg , еще кто то
Код:
@Subscribe
private void onWorldEvent(WorldEvent e) {
if (mode.is("Призраки")){
            MatrixStack stack = new MatrixStack();
            EntityRendererManager rm = mc.getRenderManager();
            float c = (float) ((((System.currentTimeMillis() - startTime) / 1500F)) + (Math.sin((((System.currentTimeMillis() - startTime) / 1500F))) / 10f));

            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 alpha = Shaders.shaderPackLoaded ? 1f : 0.5f;
            alpha *= 0.2F;

            float pl = 0;

            boolean fa = true;
            for (int b = 0; b < 3; b++) {
                for (float i = c * 360; i < c * 360 + 70; i += 2) {
                    float cur = i;
                    float min = c * 360;
                    float max = c * 360 + 70;
                    float dc = MathHelper.normalize(cur, c * 360 - 45, max);
                    float degrees = i;
                    int color = HUD.getColor(0);
                    int color2 = HUD.getColor(90);

                    float rf = 0.7f;
                    double radians = Math.toRadians(degrees);
                    double plY = pl + Math.sin(radians * 1.2f) * 0.1f;

                    stack.push();
                    stack.translate(x, y, z);
                    //stack.rotate(rm.info.getRotation());
                    //stack.rotate(mc.getRenderManager().info.getRotation());
                    stack.rotate(Vector3f.YP.rotationDegrees(-rm.info.getYaw()));
                    depthMask(false);

                    float q = (!fa ? 0.15f : 0.15f) * (Math.max(fa ? 0.15f : 0.15f, fa ? dc : (1f - -(0.4f - dc)) / 2f) + 0.45f);
                    float w = q * (2f + ((0.5f - alpha) * 2));
                    //GL11.glDisable(GL11.GL_DEPTH_TEST);
                    RenderHelper.drawImage1(stack,
                            new ResourceLocation("hvh/images/glow.png"),
                            Math.cos(radians) * rf - w / 2f,
                            plY + 1 - 0.7,
                            Math.sin(radians) * rf - w / 2f, w, w,
                            color,
                            color2,
                            color2,
                            color);
                    GL11.glEnable(GL11.GL_DEPTH_TEST);
                    depthMask(true);
                    stack.pop();
                }
                c *= -1.25f;
                fa = !fa;
                pl += 0.45f;
            }
        }
    }
Код:
public static void drawImage1(MatrixStack stack, ResourceLocation image, double x, double y, double z, double width, double height, int color1, int color2, int color3, int color4) {
        Minecraft minecraft = Minecraft.getInstance();
        GlStateManager.enableBlend();
        GlStateManager.blendFunc(GL_SRC_ALPHA, GL_ONE);
        GL11.glShadeModel(GL11.GL_SMOOTH);
        GL11.glAlphaFunc(GL11.GL_GREATER, 0);
        minecraft.getTextureManager().bindTexture(image);
        RenderSystem.color4f(1.0f, 1.0f, 1.0f, 1.0f);
        Tessellator tessellator = Tessellator.getInstance();
        BufferBuilder bufferBuilder = tessellator.getBuffer();
        bufferBuilder.begin(GL_QUADS, DefaultVertexFormats.POSITION_COLOR_TEX_LIGHTMAP);
        bufferBuilder.pos(stack.getLast().getMatrix(), (float) x, (float) (y + height), (float) (z)).color((color1 >> 16) & 0xFF, (color1 >> 8) & 0xFF, color1 & 0xFF, color1 >>> 24).tex(0, 1 - 0.01f).lightmap(0, 240).endVertex();
        bufferBuilder.pos(stack.getLast().getMatrix(), (float) (x + width), (float) (y + height), (float) (z)).color((color2 >> 16) & 0xFF, (color2 >> 8) & 0xFF, color2 & 0xFF, color2 >>> 24).tex(1, 1 - 0.01f).lightmap(0, 240).endVertex();
        bufferBuilder.pos(stack.getLast().getMatrix(), (float) (x + width), (float) y, (float) z).color((color3 >> 16) & 0xFF, (color3 >> 8) & 0xFF, color3 & 0xFF, color3 >>> 24).tex(1, 0).lightmap(0, 240).endVertex();
        bufferBuilder.pos(stack.getLast().getMatrix(), (float) x, (float) y, (float) z).color((color4 >> 16) & 0xFF, (color4 >> 8) & 0xFF, color4 & 0xFF, color4 >>> 24).tex(0, 0).lightmap(0, 240).endVertex();

        tessellator.draw();
        disableBlend();
    }
Код:
 
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By: ctrax123, lasiiiiiggg , еще кто то
Код:
@Subscribe
private void onWorldEvent(WorldEvent e) {
if (mode.is("Призраки")){
            MatrixStack stack = new MatrixStack();
            EntityRendererManager rm = mc.getRenderManager();
            float c = (float) ((((System.currentTimeMillis() - startTime) / 1500F)) + (Math.sin((((System.currentTimeMillis() - startTime) / 1500F))) / 10f));

            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 alpha = Shaders.shaderPackLoaded ? 1f : 0.5f;
            alpha *= 0.2F;

            float pl = 0;

            boolean fa = true;
            for (int b = 0; b < 3; b++) {
                for (float i = c * 360; i < c * 360 + 70; i += 2) {
                    float cur = i;
                    float min = c * 360;
                    float max = c * 360 + 70;
                    float dc = MathHelper.normalize(cur, c * 360 - 45, max);
                    float degrees = i;
                    int color = HUD.getColor(0);
                    int color2 = HUD.getColor(90);

                    float rf = 0.7f;
                    double radians = Math.toRadians(degrees);
                    double plY = pl + Math.sin(radians * 1.2f) * 0.1f;

                    stack.push();
                    stack.translate(x, y, z);
                    //stack.rotate(rm.info.getRotation());
                    //stack.rotate(mc.getRenderManager().info.getRotation());
                    stack.rotate(Vector3f.YP.rotationDegrees(-rm.info.getYaw()));
                    depthMask(false);

                    float q = (!fa ? 0.15f : 0.15f) * (Math.max(fa ? 0.15f : 0.15f, fa ? dc : (1f - -(0.4f - dc)) / 2f) + 0.45f);
                    float w = q * (2f + ((0.5f - alpha) * 2));
                    //GL11.glDisable(GL11.GL_DEPTH_TEST);
                    RenderHelper.drawImage1(stack,
                            new ResourceLocation("hvh/images/glow.png"),
                            Math.cos(radians) * rf - w / 2f,
                            plY + 1 - 0.7,
                            Math.sin(radians) * rf - w / 2f, w, w,
                            color,
                            color2,
                            color2,
                            color);
                    GL11.glEnable(GL11.GL_DEPTH_TEST);
                    depthMask(true);
                    stack.pop();
                }
                c *= -1.25f;
                fa = !fa;
                pl += 0.45f;
            }
        }
    }
Код:
public static void drawImage1(MatrixStack stack, ResourceLocation image, double x, double y, double z, double width, double height, int color1, int color2, int color3, int color4) {
        Minecraft minecraft = Minecraft.getInstance();
        GlStateManager.enableBlend();
        GlStateManager.blendFunc(GL_SRC_ALPHA, GL_ONE);
        GL11.glShadeModel(GL11.GL_SMOOTH);
        GL11.glAlphaFunc(GL11.GL_GREATER, 0);
        minecraft.getTextureManager().bindTexture(image);
        RenderSystem.color4f(1.0f, 1.0f, 1.0f, 1.0f);
        Tessellator tessellator = Tessellator.getInstance();
        BufferBuilder bufferBuilder = tessellator.getBuffer();
        bufferBuilder.begin(GL_QUADS, DefaultVertexFormats.POSITION_COLOR_TEX_LIGHTMAP);
        bufferBuilder.pos(stack.getLast().getMatrix(), (float) x, (float) (y + height), (float) (z)).color((color1 >> 16) & 0xFF, (color1 >> 8) & 0xFF, color1 & 0xFF, color1 >>> 24).tex(0, 1 - 0.01f).lightmap(0, 240).endVertex();
        bufferBuilder.pos(stack.getLast().getMatrix(), (float) (x + width), (float) (y + height), (float) (z)).color((color2 >> 16) & 0xFF, (color2 >> 8) & 0xFF, color2 & 0xFF, color2 >>> 24).tex(1, 1 - 0.01f).lightmap(0, 240).endVertex();
        bufferBuilder.pos(stack.getLast().getMatrix(), (float) (x + width), (float) y, (float) z).color((color3 >> 16) & 0xFF, (color3 >> 8) & 0xFF, color3 & 0xFF, color3 >>> 24).tex(1, 0).lightmap(0, 240).endVertex();
        bufferBuilder.pos(stack.getLast().getMatrix(), (float) x, (float) y, (float) z).color((color4 >> 16) & 0xFF, (color4 >> 8) & 0xFF, color4 & 0xFF, color4 >>> 24).tex(0, 0).lightmap(0, 240).endVertex();

        tessellator.draw();
        disableBlend();
    }
Код:
public static float normalize(float value, float min, float max) {
        return (value - min) / (max - min);
    }
ss: Посмотреть вложение 281506
Рендерится в 2д или 3д пространстве?
 
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'
By: ctrax123, lasiiiiiggg , еще кто то
Код:
@Subscribe
private void onWorldEvent(WorldEvent e) {
if (mode.is("Призраки")){
            MatrixStack stack = new MatrixStack();
            EntityRendererManager rm = mc.getRenderManager();
            float c = (float) ((((System.currentTimeMillis() - startTime) / 1500F)) + (Math.sin((((System.currentTimeMillis() - startTime) / 1500F))) / 10f));

            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 alpha = Shaders.shaderPackLoaded ? 1f : 0.5f;
            alpha *= 0.2F;

            float pl = 0;

            boolean fa = true;
            for (int b = 0; b < 3; b++) {
                for (float i = c * 360; i < c * 360 + 70; i += 2) {
                    float cur = i;
                    float min = c * 360;
                    float max = c * 360 + 70;
                    float dc = MathHelper.normalize(cur, c * 360 - 45, max);
                    float degrees = i;
                    int color = HUD.getColor(0);
                    int color2 = HUD.getColor(90);

                    float rf = 0.7f;
                    double radians = Math.toRadians(degrees);
                    double plY = pl + Math.sin(radians * 1.2f) * 0.1f;

                    stack.push();
                    stack.translate(x, y, z);
                    //stack.rotate(rm.info.getRotation());
                    //stack.rotate(mc.getRenderManager().info.getRotation());
                    stack.rotate(Vector3f.YP.rotationDegrees(-rm.info.getYaw()));
                    depthMask(false);

                    float q = (!fa ? 0.15f : 0.15f) * (Math.max(fa ? 0.15f : 0.15f, fa ? dc : (1f - -(0.4f - dc)) / 2f) + 0.45f);
                    float w = q * (2f + ((0.5f - alpha) * 2));
                    //GL11.glDisable(GL11.GL_DEPTH_TEST);
                    RenderHelper.drawImage1(stack,
                            new ResourceLocation("hvh/images/glow.png"),
                            Math.cos(radians) * rf - w / 2f,
                            plY + 1 - 0.7,
                            Math.sin(radians) * rf - w / 2f, w, w,
                            color,
                            color2,
                            color2,
                            color);
                    GL11.glEnable(GL11.GL_DEPTH_TEST);
                    depthMask(true);
                    stack.pop();
                }
                c *= -1.25f;
                fa = !fa;
                pl += 0.45f;
            }
        }
    }
Код:
public static void drawImage1(MatrixStack stack, ResourceLocation image, double x, double y, double z, double width, double height, int color1, int color2, int color3, int color4) {
        Minecraft minecraft = Minecraft.getInstance();
        GlStateManager.enableBlend();
        GlStateManager.blendFunc(GL_SRC_ALPHA, GL_ONE);
        GL11.glShadeModel(GL11.GL_SMOOTH);
        GL11.glAlphaFunc(GL11.GL_GREATER, 0);
        minecraft.getTextureManager().bindTexture(image);
        RenderSystem.color4f(1.0f, 1.0f, 1.0f, 1.0f);
        Tessellator tessellator = Tessellator.getInstance();
        BufferBuilder bufferBuilder = tessellator.getBuffer();
        bufferBuilder.begin(GL_QUADS, DefaultVertexFormats.POSITION_COLOR_TEX_LIGHTMAP);
        bufferBuilder.pos(stack.getLast().getMatrix(), (float) x, (float) (y + height), (float) (z)).color((color1 >> 16) & 0xFF, (color1 >> 8) & 0xFF, color1 & 0xFF, color1 >>> 24).tex(0, 1 - 0.01f).lightmap(0, 240).endVertex();
        bufferBuilder.pos(stack.getLast().getMatrix(), (float) (x + width), (float) (y + height), (float) (z)).color((color2 >> 16) & 0xFF, (color2 >> 8) & 0xFF, color2 & 0xFF, color2 >>> 24).tex(1, 1 - 0.01f).lightmap(0, 240).endVertex();
        bufferBuilder.pos(stack.getLast().getMatrix(), (float) (x + width), (float) y, (float) z).color((color3 >> 16) & 0xFF, (color3 >> 8) & 0xFF, color3 & 0xFF, color3 >>> 24).tex(1, 0).lightmap(0, 240).endVertex();
        bufferBuilder.pos(stack.getLast().getMatrix(), (float) x, (float) y, (float) z).color((color4 >> 16) & 0xFF, (color4 >> 8) & 0xFF, color4 & 0xFF, color4 >>> 24).tex(0, 0).lightmap(0, 240).endVertex();

        tessellator.draw();
        disableBlend();
    }
Код:
public static float normalize(float value, float min, float max) {
        return (value - min) / (max - min);
    }
ss: Посмотреть вложение 281506
эм
 
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Мб мне фулл туториал слить на норм таргет еспешки с шейдером и где их не видно за типом?
 
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By: ctrax123, lasiiiiiggg , еще кто то
Код:
@Subscribe
private void onWorldEvent(WorldEvent e) {
if (mode.is("Призраки")){
            MatrixStack stack = new MatrixStack();
            EntityRendererManager rm = mc.getRenderManager();
            float c = (float) ((((System.currentTimeMillis() - startTime) / 1500F)) + (Math.sin((((System.currentTimeMillis() - startTime) / 1500F))) / 10f));

            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 alpha = Shaders.shaderPackLoaded ? 1f : 0.5f;
            alpha *= 0.2F;

            float pl = 0;

            boolean fa = true;
            for (int b = 0; b < 3; b++) {
                for (float i = c * 360; i < c * 360 + 70; i += 2) {
                    float cur = i;
                    float min = c * 360;
                    float max = c * 360 + 70;
                    float dc = MathHelper.normalize(cur, c * 360 - 45, max);
                    float degrees = i;
                    int color = HUD.getColor(0);
                    int color2 = HUD.getColor(90);

                    float rf = 0.7f;
                    double radians = Math.toRadians(degrees);
                    double plY = pl + Math.sin(radians * 1.2f) * 0.1f;

                    stack.push();
                    stack.translate(x, y, z);
                    //stack.rotate(rm.info.getRotation());
                    //stack.rotate(mc.getRenderManager().info.getRotation());
                    stack.rotate(Vector3f.YP.rotationDegrees(-rm.info.getYaw()));
                    depthMask(false);

                    float q = (!fa ? 0.15f : 0.15f) * (Math.max(fa ? 0.15f : 0.15f, fa ? dc : (1f - -(0.4f - dc)) / 2f) + 0.45f);
                    float w = q * (2f + ((0.5f - alpha) * 2));
                    //GL11.glDisable(GL11.GL_DEPTH_TEST);
                    RenderHelper.drawImage1(stack,
                            new ResourceLocation("hvh/images/glow.png"),
                            Math.cos(radians) * rf - w / 2f,
                            plY + 1 - 0.7,
                            Math.sin(radians) * rf - w / 2f, w, w,
                            color,
                            color2,
                            color2,
                            color);
                    GL11.glEnable(GL11.GL_DEPTH_TEST);
                    depthMask(true);
                    stack.pop();
                }
                c *= -1.25f;
                fa = !fa;
                pl += 0.45f;
            }
        }
    }
Код:
public static void drawImage1(MatrixStack stack, ResourceLocation image, double x, double y, double z, double width, double height, int color1, int color2, int color3, int color4) {
        Minecraft minecraft = Minecraft.getInstance();
        GlStateManager.enableBlend();
        GlStateManager.blendFunc(GL_SRC_ALPHA, GL_ONE);
        GL11.glShadeModel(GL11.GL_SMOOTH);
        GL11.glAlphaFunc(GL11.GL_GREATER, 0);
        minecraft.getTextureManager().bindTexture(image);
        RenderSystem.color4f(1.0f, 1.0f, 1.0f, 1.0f);
        Tessellator tessellator = Tessellator.getInstance();
        BufferBuilder bufferBuilder = tessellator.getBuffer();
        bufferBuilder.begin(GL_QUADS, DefaultVertexFormats.POSITION_COLOR_TEX_LIGHTMAP);
        bufferBuilder.pos(stack.getLast().getMatrix(), (float) x, (float) (y + height), (float) (z)).color((color1 >> 16) & 0xFF, (color1 >> 8) & 0xFF, color1 & 0xFF, color1 >>> 24).tex(0, 1 - 0.01f).lightmap(0, 240).endVertex();
        bufferBuilder.pos(stack.getLast().getMatrix(), (float) (x + width), (float) (y + height), (float) (z)).color((color2 >> 16) & 0xFF, (color2 >> 8) & 0xFF, color2 & 0xFF, color2 >>> 24).tex(1, 1 - 0.01f).lightmap(0, 240).endVertex();
        bufferBuilder.pos(stack.getLast().getMatrix(), (float) (x + width), (float) y, (float) z).color((color3 >> 16) & 0xFF, (color3 >> 8) & 0xFF, color3 & 0xFF, color3 >>> 24).tex(1, 0).lightmap(0, 240).endVertex();
        bufferBuilder.pos(stack.getLast().getMatrix(), (float) x, (float) y, (float) z).color((color4 >> 16) & 0xFF, (color4 >> 8) & 0xFF, color4 & 0xFF, color4 >>> 24).tex(0, 0).lightmap(0, 240).endVertex();

        tessellator.draw();
        disableBlend();
    }
Код:
public static float normalize(float value, float min, float max) {
        return (value - min) / (max - min);
    }
ss: Посмотреть вложение 281506
а можно их как-то зафксить чтоб когды ты на них смотриш сверху они кривыми становяца
 
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