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- 15 Дек 2020
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- 1
Как зафиксить помогите пожалуйста
			
				Java:
			
		
		
		[CODE=java]    @Subscribe
    public void onRender(WorldEvent e) {
        if (this.alpha.finished(Direction.BACKWARDS)) {
            return;
        }
        boolean isMultiMode = multiMode.get();
        boolean isShaderMode = obfuscator.is("Шейдер");
        if (isShaderMode || isMultiMode) {
            if (this.currentTarget != null && this.currentTarget != mc.player) {
                if (obfuscatorKrendelTop2.is("Души")) {
                    if (this.currentTarget != null && this.currentTarget != mc.player) {
                        MatrixStack ms = new MatrixStack();
                        ms.push();
                        RenderSystem.pushMatrix();
                        RenderSystem.disableLighting();
                        depthMask(false);
                        RenderSystem.enableBlend();
                        RenderSystem.shadeModel(7425);
                        RenderSystem.disableCull();
                        RenderSystem.disableAlphaTest();
                        RenderSystem.blendFuncSeparate(770, 1, 0, 1);
                        double x = currentTarget.getPosX();
                        double y = currentTarget.getPosY() + currentTarget.getHeight() / 2f;
                        double z = currentTarget.getPosZ();
                        double radius = 0.67;
                        float speed = 43;
                        float size = 0.375f;
                        double distance = 19;
                        int lenght = 20;
                        int maxAlpha = 255;
                        int alphaFactor = 15;
                        ActiveRenderInfo camera = mc.getRenderManager().info;
                        ms.translate(-mc.getRenderManager().info.getProjectedView().getX(),
                                -mc.getRenderManager().info.getProjectedView().getY(),
                                -mc.getRenderManager().info.getProjectedView().getZ());
                        Vector3d interpolated = MathUtil.interpolate(currentTarget.getPositionVec(), new Vector3d(currentTarget.lastTickPosX, currentTarget.lastTickPosY, currentTarget.lastTickPosZ), e.getPartialTicks());
                        interpolated.y += 0.75f;
                        ms.translate(interpolated.x + 0.2f, interpolated.y + 0.5f, interpolated.z);
                        mc.getTextureManager().bindTexture(new ResourceLocation("zetka/images/glow.png"));
                        int currentAlpha = (int) this.alpha.getOutput();
                        for (int i = 0; i < lenght; i++) {
                            Quaternion r = camera.getRotation().copy();
                            buffer.begin(GL_QUADS, POSITION_COLOR_TEX);
                            double angle = 0.15f * (System.currentTimeMillis() - lastTime - (i * distance)) / (speed);
                            double s = Math.sin(angle) * radius;
                            double c = Math.cos(angle) * radius;
                            ms.translate(s, (c), -c);
                            ms.translate(-size / 2f, -size / 2f, 0);
                            ms.rotate(r);
                            ms.translate(size / 2f, size / 2f, 0);
                            int color = Theme.MainColor(0);
                            int alpha = MathHelper.clamp(currentAlpha - (i * alphaFactor), 0, maxAlpha);
                            buffer.pos(ms.getLast().getMatrix(), 0, -size, 0).color(RenderUtility.reAlphaInt(color, alpha)).tex(0, 0).endVertex();
                            buffer.pos(ms.getLast().getMatrix(), -size, -size, 0).color(RenderUtility.reAlphaInt(color, alpha)).tex(0, 1).endVertex();
                            buffer.pos(ms.getLast().getMatrix(), -size, 0, 0).color(RenderUtility.reAlphaInt(color, alpha)).tex(1, 1).endVertex();
                            buffer.pos(ms.getLast().getMatrix(), 0, 0, 0).color(RenderUtility.reAlphaInt(color, alpha)).tex(1, 0).endVertex();
                            tessellator.draw();
                            ms.translate(-size / 2f, -size / 2f, 0);
                            r.conjugate();
                            ms.rotate(r);
                            ms.translate(size / 2f, size / 2f, 0);
                            ms.translate(-(s), -(c), (c));
                        }
                        for (int i = 0; i < lenght; i++) {
                            Quaternion r = camera.getRotation().copy();
                            buffer.begin(GL_QUADS, POSITION_COLOR_TEX);
                            double angle = 0.15f * (System.currentTimeMillis() - lastTime - (i * distance)) / (speed);
                            double s = Math.sin(angle) * radius;
                            double c = Math.cos(angle) * radius;
                            ms.translate(-s, s, -c);
                            ms.translate(-size / 2f, -size / 2f, 0);
                            ms.rotate(r);
                            ms.translate(size / 2f, size / 2f, 0);
                            int color = Theme.MainColor(0);
                            int alpha = MathHelper.clamp(currentAlpha - (i * alphaFactor), 0, maxAlpha);
                            buffer.pos(ms.getLast().getMatrix(), 0, -size, 0).color(RenderUtility.reAlphaInt(color, alpha)).tex(0, 0).endVertex();
                            buffer.pos(ms.getLast().getMatrix(), -size, -size, 0).color(RenderUtility.reAlphaInt(color, alpha)).tex(0, 1).endVertex();
                            buffer.pos(ms.getLast().getMatrix(), -size, 0, 0).color(RenderUtility.reAlphaInt(color, alpha)).tex(1, 1).endVertex();
                            buffer.pos(ms.getLast().getMatrix(), 0, 0, 0).color(RenderUtility.reAlphaInt(color, alpha)).tex(1, 0).endVertex();
                            tessellator.draw();
                            ms.translate(-size / 2f, -size / 2f, 0);
                            r.conjugate();
                            ms.rotate(r);
                            ms.translate(size / 2f, size / 2f, 0);
                            ms.translate((s), -(s), (c));
                        }
                        for (int i = 0; i < lenght; i++) {
                            Quaternion r = camera.getRotation().copy();
                            buffer.begin(GL_QUADS, POSITION_COLOR_TEX);
                            double angle = 0.15f * (System.currentTimeMillis() - lastTime - (i * distance)) / (speed);
                            double s = Math.sin(angle) * radius;
                            double c = Math.cos(angle) * radius;
                            ms.translate(-(s), -(s), (c));
                            ms.translate(-size / 2f, -size / 2f, 0);
                            ms.rotate(r);
                            ms.translate(size / 2f, size / 2f, 0);
                            int color = Theme.MainColor(0);
                            int alpha = MathHelper.clamp(currentAlpha - (i * alphaFactor), 0, maxAlpha);
                            buffer.pos(ms.getLast().getMatrix(), 0, -size, 0).color(RenderUtility.reAlphaInt(color, alpha)).tex(0, 0).endVertex();
                            buffer.pos(ms.getLast().getMatrix(), -size, -size, 0).color(RenderUtility.reAlphaInt(color, alpha)).tex(0, 1).endVertex();
                            buffer.pos(ms.getLast().getMatrix(), -size, 0, 0).color(RenderUtility.reAlphaInt(color, alpha)).tex(1, 1).endVertex();
                            buffer.pos(ms.getLast().getMatrix(), 0, 0, 0).color(RenderUtility.reAlphaInt(color, alpha)).tex(1, 0).endVertex();
                            tessellator.draw();
                            ms.translate(-size / 2f, -size / 2f, 0);
                            r.conjugate();
                            ms.rotate(r);
                            ms.translate(size / 2f, size / 2f, 0);
                            ms.translate((s), (s), -(c));
                        }
                        RenderSystem.defaultBlendFunc();
                        RenderSystem.disableBlend();
                        RenderSystem.enableCull();
                        RenderSystem.enableAlphaTest();
                        depthMask(true);
                        RenderSystem.popMatrix();
                        ms.pop();
                    }
                } 
				 
	 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		