Визуальная часть TargetESP Skid WexSide | Expensive 3.1 - Ancient

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  1. OptiFine
Пожалуйста, авторизуйтесь для просмотра ссылки.

на юг не видел нормально скида векса таргет есп решыл зделать делал 5 минут думаю пойдет для пастеров

Java:
Expand Collapse Copy
if(targetesp.is("Кольцо")) {
            EntityRendererManager rm = mc.getRenderManager();
            if (getTarget() == null) return;

            double x = this.getTarget().lastTickPosX + (this.getTarget().getPosX() - this.getTarget().lastTickPosX) * (double) e.getPartialTicks() - rm.info.getProjectedView().getX();
            double y = this.getTarget().lastTickPosY + (this.getTarget().getPosY() - this.getTarget().lastTickPosY) * (double) e.getPartialTicks() - rm.info.getProjectedView().getY();
            double z = this.getTarget().lastTickPosZ + (this.getTarget().getPosZ() - this.getTarget().lastTickPosZ) * (double) e.getPartialTicks() - rm.info.getProjectedView().getZ();
            float height = this.getTarget().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 - Math.pow((-2 * progress + 2), 2) / 2;

            double eased = (height / 1.2) * ((progress > 0.5) ? 1 - progress : progress) * ((side) ? -1 : 1);

            RenderSystem.pushMatrix();
            GL11.glDepthMask(false);
            GL11.glDisable(GL11.GL_DEPTH_TEST);
            GL11.glEnable(GL11.GL_LINE_SMOOTH);
            GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
            RenderSystem.disableTexture();
            RenderSystem.enableBlend();
            RenderSystem.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE);
            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 + Math.cos(Math.toRadians(i)) * this.getTarget().getWidth() * 0.8, y + (height * progress), z + Math.sin(Math.toRadians(i)) * this.getTarget().getWidth() * 0.8)
                        .color(ColorUtils.setAlpha(Theme.MainColor(0), 225)).endVertex();
                buffer.pos(x + Math.cos(Math.toRadians(i)) * this.getTarget().getWidth() * 0.8, y + (height * progress) + eased, z + Math.sin(Math.toRadians(i)) * this.getTarget().getWidth() * 0.8)
                        .color(ColorUtils.setAlpha(Theme.MainColor(0), 1)).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 + Math.cos(Math.toRadians(i)) * this.getTarget().getWidth() * 0.8, y + (height * progress), z + Math.sin(Math.toRadians(i)) * this.getTarget().getWidth() * 0.8)
                        .color(ColorUtils.setAlpha(Theme.MainColor(0), 1)).endVertex();
            }

            buffer.finishDrawing();
            WorldVertexBufferUploader.draw(buffer);
            RenderSystem.enableCull();
            RenderSystem.disableBlend();
            RenderSystem.enableTexture();
            RenderSystem.enableAlphaTest();
            GL11.glDepthMask(true);
            GL11.glEnable(GL11.GL_DEPTH_TEST);
            GL11.glDisable(GL11.GL_LINE_SMOOTH);
            GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
            RenderSystem.shadeModel(GL11.GL_FLAT);
            RenderSystem.popMatrix();

        }
 
было же уже
 
Ващета это скид целки
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Пожалуйста, авторизуйтесь для просмотра ссылки.

на юг не видел нормально скида векса таргет есп решыл зделать делал 5 минут думаю пойдет для пастеров

Java:
Expand Collapse Copy
if(targetesp.is("Кольцо")) {
            EntityRendererManager rm = mc.getRenderManager();
            if (getTarget() == null) return;

            double x = this.getTarget().lastTickPosX + (this.getTarget().getPosX() - this.getTarget().lastTickPosX) * (double) e.getPartialTicks() - rm.info.getProjectedView().getX();
            double y = this.getTarget().lastTickPosY + (this.getTarget().getPosY() - this.getTarget().lastTickPosY) * (double) e.getPartialTicks() - rm.info.getProjectedView().getY();
            double z = this.getTarget().lastTickPosZ + (this.getTarget().getPosZ() - this.getTarget().lastTickPosZ) * (double) e.getPartialTicks() - rm.info.getProjectedView().getZ();
            float height = this.getTarget().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 - Math.pow((-2 * progress + 2), 2) / 2;

            double eased = (height / 1.2) * ((progress > 0.5) ? 1 - progress : progress) * ((side) ? -1 : 1);

            RenderSystem.pushMatrix();
            GL11.glDepthMask(false);
            GL11.glDisable(GL11.GL_DEPTH_TEST);
            GL11.glEnable(GL11.GL_LINE_SMOOTH);
            GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
            RenderSystem.disableTexture();
            RenderSystem.enableBlend();
            RenderSystem.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE);
            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 + Math.cos(Math.toRadians(i)) * this.getTarget().getWidth() * 0.8, y + (height * progress), z + Math.sin(Math.toRadians(i)) * this.getTarget().getWidth() * 0.8)
                        .color(ColorUtils.setAlpha(Theme.MainColor(0), 225)).endVertex();
                buffer.pos(x + Math.cos(Math.toRadians(i)) * this.getTarget().getWidth() * 0.8, y + (height * progress) + eased, z + Math.sin(Math.toRadians(i)) * this.getTarget().getWidth() * 0.8)
                        .color(ColorUtils.setAlpha(Theme.MainColor(0), 1)).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 + Math.cos(Math.toRadians(i)) * this.getTarget().getWidth() * 0.8, y + (height * progress), z + Math.sin(Math.toRadians(i)) * this.getTarget().getWidth() * 0.8)
                        .color(ColorUtils.setAlpha(Theme.MainColor(0), 1)).endVertex();
            }

            buffer.finishDrawing();
            WorldVertexBufferUploader.draw(buffer);
            RenderSystem.enableCull();
            RenderSystem.disableBlend();
            RenderSystem.enableTexture();
            RenderSystem.enableAlphaTest();
            GL11.glDepthMask(true);
            GL11.glEnable(GL11.GL_DEPTH_TEST);
            GL11.glDisable(GL11.GL_LINE_SMOOTH);
            GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
            RenderSystem.shadeModel(GL11.GL_FLAT);
            RenderSystem.popMatrix();

        }
пачему на видио бульк бульк бульк бульк бульк
 
Пожалуйста, авторизуйтесь для просмотра ссылки.

на юг не видел нормально скида векса таргет есп решыл зделать делал 5 минут думаю пойдет для пастеров

Java:
Expand Collapse Copy
if(targetesp.is("Кольцо")) {
            EntityRendererManager rm = mc.getRenderManager();
            if (getTarget() == null) return;

            double x = this.getTarget().lastTickPosX + (this.getTarget().getPosX() - this.getTarget().lastTickPosX) * (double) e.getPartialTicks() - rm.info.getProjectedView().getX();
            double y = this.getTarget().lastTickPosY + (this.getTarget().getPosY() - this.getTarget().lastTickPosY) * (double) e.getPartialTicks() - rm.info.getProjectedView().getY();
            double z = this.getTarget().lastTickPosZ + (this.getTarget().getPosZ() - this.getTarget().lastTickPosZ) * (double) e.getPartialTicks() - rm.info.getProjectedView().getZ();
            float height = this.getTarget().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 - Math.pow((-2 * progress + 2), 2) / 2;

            double eased = (height / 1.2) * ((progress > 0.5) ? 1 - progress : progress) * ((side) ? -1 : 1);

            RenderSystem.pushMatrix();
            GL11.glDepthMask(false);
            GL11.glDisable(GL11.GL_DEPTH_TEST);
            GL11.glEnable(GL11.GL_LINE_SMOOTH);
            GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
            RenderSystem.disableTexture();
            RenderSystem.enableBlend();
            RenderSystem.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE);
            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 + Math.cos(Math.toRadians(i)) * this.getTarget().getWidth() * 0.8, y + (height * progress), z + Math.sin(Math.toRadians(i)) * this.getTarget().getWidth() * 0.8)
                        .color(ColorUtils.setAlpha(Theme.MainColor(0), 225)).endVertex();
                buffer.pos(x + Math.cos(Math.toRadians(i)) * this.getTarget().getWidth() * 0.8, y + (height * progress) + eased, z + Math.sin(Math.toRadians(i)) * this.getTarget().getWidth() * 0.8)
                        .color(ColorUtils.setAlpha(Theme.MainColor(0), 1)).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 + Math.cos(Math.toRadians(i)) * this.getTarget().getWidth() * 0.8, y + (height * progress), z + Math.sin(Math.toRadians(i)) * this.getTarget().getWidth() * 0.8)
                        .color(ColorUtils.setAlpha(Theme.MainColor(0), 1)).endVertex();
            }

            buffer.finishDrawing();
            WorldVertexBufferUploader.draw(buffer);
            RenderSystem.enableCull();
            RenderSystem.disableBlend();
            RenderSystem.enableTexture();
            RenderSystem.enableAlphaTest();
            GL11.glDepthMask(true);
            GL11.glEnable(GL11.GL_DEPTH_TEST);
            GL11.glDisable(GL11.GL_LINE_SMOOTH);
            GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
            RenderSystem.shadeModel(GL11.GL_FLAT);
            RenderSystem.popMatrix();

        }
кабута бы видел раз 200 такие эсп
 
не впадлу же делать и на юг сливать
 
ньюгены круг сигмы векс сайдом называют
 
Пожалуйста, авторизуйтесь для просмотра ссылки.

на юг не видел нормально скида векса таргет есп решыл зделать делал 5 минут думаю пойдет для пастеров

Java:
Expand Collapse Copy
if(targetesp.is("Кольцо")) {
            EntityRendererManager rm = mc.getRenderManager();
            if (getTarget() == null) return;

            double x = this.getTarget().lastTickPosX + (this.getTarget().getPosX() - this.getTarget().lastTickPosX) * (double) e.getPartialTicks() - rm.info.getProjectedView().getX();
            double y = this.getTarget().lastTickPosY + (this.getTarget().getPosY() - this.getTarget().lastTickPosY) * (double) e.getPartialTicks() - rm.info.getProjectedView().getY();
            double z = this.getTarget().lastTickPosZ + (this.getTarget().getPosZ() - this.getTarget().lastTickPosZ) * (double) e.getPartialTicks() - rm.info.getProjectedView().getZ();
            float height = this.getTarget().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 - Math.pow((-2 * progress + 2), 2) / 2;

            double eased = (height / 1.2) * ((progress > 0.5) ? 1 - progress : progress) * ((side) ? -1 : 1);

            RenderSystem.pushMatrix();
            GL11.glDepthMask(false);
            GL11.glDisable(GL11.GL_DEPTH_TEST);
            GL11.glEnable(GL11.GL_LINE_SMOOTH);
            GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
            RenderSystem.disableTexture();
            RenderSystem.enableBlend();
            RenderSystem.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE);
            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 + Math.cos(Math.toRadians(i)) * this.getTarget().getWidth() * 0.8, y + (height * progress), z + Math.sin(Math.toRadians(i)) * this.getTarget().getWidth() * 0.8)
                        .color(ColorUtils.setAlpha(Theme.MainColor(0), 225)).endVertex();
                buffer.pos(x + Math.cos(Math.toRadians(i)) * this.getTarget().getWidth() * 0.8, y + (height * progress) + eased, z + Math.sin(Math.toRadians(i)) * this.getTarget().getWidth() * 0.8)
                        .color(ColorUtils.setAlpha(Theme.MainColor(0), 1)).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 + Math.cos(Math.toRadians(i)) * this.getTarget().getWidth() * 0.8, y + (height * progress), z + Math.sin(Math.toRadians(i)) * this.getTarget().getWidth() * 0.8)
                        .color(ColorUtils.setAlpha(Theme.MainColor(0), 1)).endVertex();
            }

            buffer.finishDrawing();
            WorldVertexBufferUploader.draw(buffer);
            RenderSystem.enableCull();
            RenderSystem.disableBlend();
            RenderSystem.enableTexture();
            RenderSystem.enableAlphaTest();
            GL11.glDepthMask(true);
            GL11.glEnable(GL11.GL_DEPTH_TEST);
            GL11.glDisable(GL11.GL_LINE_SMOOTH);
            GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
            RenderSystem.shadeModel(GL11.GL_FLAT);
            RenderSystem.popMatrix();

        }
стоп если закачать не заратка?
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
не отображается кольцо в килке
 
че блять, куда вставлять этот $$$elf code
 
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