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();

        }
 
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
 
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();

        }
кабута бы видел раз 200 такие эсп
 
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
 
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