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блять это ахуенно, мне нравится, продолжай
Смотрите видео ниже, чтобы узнать, как установить наш сайт в качестве веб-приложения на домашнем экране.
Примечание: Эта возможность может быть недоступна в некоторых браузерах.
Вы дождались этой легендарной функции..
я ее делал типо 3 месяца парни пж лайки моей любимой зайке.
ss -
PastaESP:package aurora.feature.impl.combat; import aurora.events.WorldEvent; import aurora.feature.helper.feature.Category; import aurora.feature.helper.impl.CheckBoxSetting; import aurora.feature.helper.impl.ColorSetting; import aurora.feature.helper.impl.SliderSetting; import aurora.feature.helper.main.Feature; import aurora.feature.helper.main.FeatureAdd; import aurora.util.visual.main.color.ColorUtils; import com.google.common.eventbus.Subscribe; import com.mojang.blaze3d.matrix.MatrixStack; import net.minecraft.client.renderer.entity.EntityRendererManager; import net.minecraft.entity.Entity; import net.minecraft.entity.player.PlayerEntity; import net.minecraft.util.math.vector.Vector3d; import org.lwjgl.opengl.GL11; /** make by me 12.10.2025 */ @FeatureAdd(name = "PenisESP", type = Category.Render) public class PenisESP extends Feature { private final CheckBoxSetting onlyOwn = new CheckBoxSetting("Только свой", false); private final SliderSetting penisLength = new SliderSetting("Длина", 1.5f, 0.1f, 3.0f, 0.1f); private final SliderSetting penisThickness = new SliderSetting("Толщина", 0.07f, 0.01f, 0.3f, 0.01f); private final SliderSetting ballSize = new SliderSetting("Размер яиц", 0.15f, 0.05f, 0.5f, 0.01f); private final SliderSetting gradation = new SliderSetting("Градация (сглаженность)", 30f, 10f, 100f, 1f); private final ColorSetting penisColor = new ColorSetting("Цвет", -1); private final ColorSetting headColor = new ColorSetting("Цвет головки", -1); public PenisESP() { addSettings(onlyOwn, penisLength, penisThickness, ballSize, gradation, penisColor, headColor); } @Subscribe public void onRenderWorldLast(WorldEvent e) { MatrixStack matrix = e.getMatrix(); for (PlayerEntity player : mc.world.getPlayers()) { if (onlyOwn.get() && player != mc.player) continue; drawPenisESP(player); } } private Vector3d interpolate(Entity entity) { double x = entity.prevPosX + (entity.getPosX() - entity.prevPosX) * mc.getRenderPartialTicks(); double y = entity.prevPosY + (entity.getPosY() - entity.prevPosY) * mc.getRenderPartialTicks(); double z = entity.prevPosZ + (entity.getPosZ() - entity.prevPosZ) * mc.getRenderPartialTicks(); return new Vector3d(x, y, z); } private void drawPenisESP(PlayerEntity player) { EntityRendererManager rm = mc.getRenderManager(); Vector3d base = interpolate(player).subtract(rm.info.getProjectedView()); double yaw = Math.toRadians(-player.rotationYaw); double penisLen = penisLength.get(); double penisWidth = penisThickness.get(); double balls = ballSize.get(); Vector3d basePos = base.add(0, player.getHeight() / 2.4, 0); Vector3d forward = new Vector3d(Math.sin(yaw), 0, Math.cos(yaw)); Vector3d left = basePos.add(Math.sin(yaw - Math.PI / 2) * balls * 0.9, -balls * 0.1, Math.cos(yaw - Math.PI / 2) * balls * 0.9); Vector3d right = basePos.add(Math.sin(yaw + Math.PI / 2) * balls * 0.9, -balls * 0.1, Math.cos(yaw + Math.PI / 2) * balls * 0.9); double offset = 0.1 + (balls * 0.5); if (offset > 0.25) offset = 0.25; if (offset < 0.1) offset = 0.1; Vector3d start = basePos.add(forward.scale(offset)).add(0, balls * 0.15, 0); Vector3d tip = start.add(forward.scale(penisLen)); drawSphere(left, balls, gradation.get().intValue(), penisColor.get(), 0); drawSphere(right, balls, gradation.get().intValue(), penisColor.get(), 0); drawCylinder(start, tip, penisWidth, penisColor.get()); drawSphere(tip, balls * 0.8, gradation.get().intValue(), headColor.get(), 2); } private void drawSphere(Vector3d pos, double radius, int grad, int color, int stage) { GL11.glPushMatrix(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); setColor(color); for (float alpha = 0; alpha < Math.PI; alpha += Math.PI / grad) { for (float beta = 0; beta < 2.0 * Math.PI; beta += Math.PI / grad) { double x1 = pos.x + (radius * Math.cos(beta) * Math.sin(alpha)); double y1 = pos.y + (radius * Math.sin(beta) * Math.sin(alpha)); double z1 = pos.z + (radius * Math.cos(alpha)); double sin = Math.sin(alpha + Math.PI / grad); double x2 = pos.x + (radius * Math.cos(beta) * sin); double y2 = pos.y + (radius * Math.sin(beta) * sin); double z2 = pos.z + (radius * Math.cos(alpha + Math.PI / grad)); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3d(x1, y1, z1); GL11.glVertex3d(x2, y2, z2); GL11.glEnd(); } } GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_BLEND); GL11.glPopMatrix(); } private void drawCylinder(Vector3d start, Vector3d end, double radius, int color) { GL11.glPushMatrix(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); setColor(color); int slices = 20; for (int i = 0; i < 360; i += 360 / slices) { double a1 = Math.toRadians(i); double a2 = Math.toRadians(i + 360 / slices); double x1s = start.x + radius * Math.cos(a1); double z1s = start.z + radius * Math.sin(a1); double x2s = start.x + radius * Math.cos(a2); double z2s = start.z + radius * Math.sin(a2); double x1e = end.x + radius * Math.cos(a1); double z1e = end.z + radius * Math.sin(a1); double x2e = end.x + radius * Math.cos(a2); double z2e = end.z + radius * Math.sin(a2); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3d(x1s, start.y, z1s); GL11.glVertex3d(x1e, end.y, z1e); GL11.glVertex3d(x1s, start.y, z1s); GL11.glVertex3d(x2s, start.y, z2s); GL11.glVertex3d(x1e, end.y, z1e); GL11.glVertex3d(x2e, end.y, z2e); GL11.glEnd(); } GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_BLEND); GL11.glPopMatrix(); } private void setColor(int color) { float a = (ColorUtils.getAlpha(color) / 255f); float r = (ColorUtils.getRed(color) / 255f); float g = (ColorUtils.getGreen(color) / 255f); float b = (ColorUtils.getBlue(color) / 255f); GL11.glColor4f(r, g, b, a); } }
package im.expensive.functions.impl.combat;
import im.expensive.events.WorldEvent;
import im.expensive.functions.api.Function;
import im.expensive.functions.api.FunctionRegister;
import im.expensive.functions.api.Category;
import im.expensive.functions.settings.impl.BooleanSetting;
import im.expensive.functions.settings.impl.ColorSetting;
import im.expensive.functions.settings.impl.SliderSetting;
import com.google.common.eventbus.Subscribe;
import net.minecraft.client.renderer.entity.EntityRendererManager;
import net.minecraft.entity.Entity;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.util.math.vector.Vector3d;
import org.lwjgl.opengl.GL11;
/**
* make by me 12.10.2025
* transfer to expensive 3.1 from the userok1337 (BloxikPaster) 13.10.2025
*/
@FunctionRegister(name = "PenisESP", type = Category.Render)
public class PenisESP extends Function {
private final BooleanSetting onlyOwn = new BooleanSetting("Только свой", true);
private final SliderSetting penisLength = new SliderSetting("Длина", 1.5f, 0.1f, 3.0f, 0.1f);
private final SliderSetting penisThickness = new SliderSetting("Толщина", 0.07f, 0.01f, 0.3f, 0.01f);
private final SliderSetting ballSize = new SliderSetting("Размер яиц", 0.15f, 0.05f, 0.5f, 0.01f);
private final SliderSetting gradation = new SliderSetting("Градация (сглаженность)", 30f, 10f, 100f, 1f);
private final ColorSetting penisColor = new ColorSetting("Цвет", -1);
private final ColorSetting headColor = new ColorSetting("Цвет головки", -1);
public PenisESP() {
addSettings(onlyOwn, penisLength, penisThickness, ballSize, gradation, penisColor, headColor);
}
@Subscribe
public void onRenderWorldLast(WorldEvent e) {
for (PlayerEntity player : mc.world.getPlayers()) {
if (onlyOwn.get() && player != mc.player) continue;
drawPenisESP(player);
}
}
private Vector3d interpolate(Entity entity) {
double x = entity.prevPosX + (entity.getPosX() - entity.prevPosX) * mc.getRenderPartialTicks();
double y = entity.prevPosY + (entity.getPosY() - entity.prevPosY) * mc.getRenderPartialTicks();
double z = entity.prevPosZ + (entity.getPosZ() - entity.prevPosZ) * mc.getRenderPartialTicks();
return new Vector3d(x, y, z);
}
private void drawPenisESP(PlayerEntity player) {
EntityRendererManager rm = mc.getRenderManager();
Vector3d base = interpolate(player).subtract(rm.info.getProjectedView());
double yaw = Math.toRadians(-player.rotationYaw);
double penisLen = penisLength.get();
double penisWidth = penisThickness.get();
double balls = ballSize.get();
Vector3d basePos = base.add(0, player.getHeight() / 2.4, 0);
Vector3d forward = new Vector3d(Math.sin(yaw), 0, Math.cos(yaw));
Vector3d left = basePos.add(Math.sin(yaw - Math.PI / 2) * balls * 0.9, -balls * 0.1, Math.cos(yaw - Math.PI / 2) * balls * 0.9);
Vector3d right = basePos.add(Math.sin(yaw + Math.PI / 2) * balls * 0.9, -balls * 0.1, Math.cos(yaw + Math.PI / 2) * balls * 0.9);
double offset = 0.1 + (balls * 0.5);
if (offset > 0.25) offset = 0.25;
if (offset < 0.1) offset = 0.1;
Vector3d start = basePos.add(forward.scale(offset)).add(0, balls * 0.15, 0);
Vector3d tip = start.add(forward.scale(penisLen));
drawSphere(left, balls, 30, penisColor.get(), 0);
drawSphere(right, balls, 30, penisColor.get(), 0);
drawCylinder(start, tip, penisWidth, penisColor.get());
drawSphere(tip, balls * 0.8, 30, headColor.get(), 2);
}
private void drawSphere(Vector3d pos, double radius, int grad, int color, int stage) {
GL11.glPushMatrix();
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
setColor(color);
for (float alpha = 0; alpha < Math.PI; alpha += Math.PI / grad) {
for (float beta = 0; beta < 2.0 * Math.PI; beta += Math.PI / grad) {
double x1 = pos.x + (radius * Math.cos(beta) * Math.sin(alpha));
double y1 = pos.y + (radius * Math.sin(beta) * Math.sin(alpha));
double z1 = pos.z + (radius * Math.cos(alpha));
double sin = Math.sin(alpha + Math.PI / grad);
double x2 = pos.x + (radius * Math.cos(beta) * sin);
double y2 = pos.y + (radius * Math.sin(beta) * sin);
double z2 = pos.z + (radius * Math.cos(alpha + Math.PI / grad));
GL11.glBegin(GL11.GL_LINES);
GL11.glVertex3d(x1, y1, z1);
GL11.glVertex3d(x2, y2, z2);
GL11.glEnd();
}
}
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glDisable(GL11.GL_BLEND);
GL11.glPopMatrix();
}
private void drawCylinder(Vector3d start, Vector3d end, double radius, int color) {
GL11.glPushMatrix();
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
setColor(color);
int slices = 20;
for (int i = 0; i < 360; i += 360 / slices) {
double a1 = Math.toRadians(i);
double a2 = Math.toRadians(i + 360 / slices);
double x1s = start.x + radius * Math.cos(a1);
double z1s = start.z + radius * Math.sin(a1);
double x2s = start.x + radius * Math.cos(a2);
double z2s = start.z + radius * Math.sin(a2);
double x1e = end.x + radius * Math.cos(a1);
double z1e = end.z + radius * Math.sin(a1);
double x2e = end.x + radius * Math.cos(a2);
double z2e = end.z + radius * Math.sin(a2);
GL11.glBegin(GL11.GL_LINES);
GL11.glVertex3d(x1s, start.y, z1s);
GL11.glVertex3d(x1e, end.y, z1e);
GL11.glVertex3d(x1s, start.y, z1s);
GL11.glVertex3d(x2s, start.y, z2s);
GL11.glVertex3d(x1e, end.y, z1e);
GL11.glVertex3d(x2e, end.y, z2e);
GL11.glEnd();
}
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glDisable(GL11.GL_BLEND);
GL11.glPopMatrix();
}
private void setColor(int color) {
// Прямые битовые операции (без ColorUtils)
float a = ((color >> 24) & 0xFF) / 255f;
float r = ((color >> 16) & 0xFF) / 255f;
float g = ((color >> 8) & 0xFF) / 255f;
float b = (color & 0xFF) / 255f;
GL11.glColor4f(r, g, b, a);
}
}
так это и было под экспупастерки мне стало скучно и я все таки решил перенести эту функцию на экспу 3.1
PastaLand:package im.expensive.functions.impl.combat; import im.expensive.events.WorldEvent; import im.expensive.functions.api.Function; import im.expensive.functions.api.FunctionRegister; import im.expensive.functions.api.Category; import im.expensive.functions.settings.impl.BooleanSetting; import im.expensive.functions.settings.impl.ColorSetting; import im.expensive.functions.settings.impl.SliderSetting; import com.google.common.eventbus.Subscribe; import net.minecraft.client.renderer.entity.EntityRendererManager; import net.minecraft.entity.Entity; import net.minecraft.entity.player.PlayerEntity; import net.minecraft.util.math.vector.Vector3d; import org.lwjgl.opengl.GL11; /** * make by me 12.10.2025 * transfer to expensive 3.1 from the userok1337 (BloxikPaster) 13.10.2025 */ @FunctionRegister(name = "PenisESP", type = Category.Render) public class PenisESP extends Function { private final BooleanSetting onlyOwn = new BooleanSetting("Только свой", true); private final SliderSetting penisLength = new SliderSetting("Длина", 1.5f, 0.1f, 3.0f, 0.1f); private final SliderSetting penisThickness = new SliderSetting("Толщина", 0.07f, 0.01f, 0.3f, 0.01f); private final SliderSetting ballSize = new SliderSetting("Размер яиц", 0.15f, 0.05f, 0.5f, 0.01f); private final SliderSetting gradation = new SliderSetting("Градация (сглаженность)", 30f, 10f, 100f, 1f); private final ColorSetting penisColor = new ColorSetting("Цвет", -1); private final ColorSetting headColor = new ColorSetting("Цвет головки", -1); public PenisESP() { addSettings(onlyOwn, penisLength, penisThickness, ballSize, gradation, penisColor, headColor); } @Subscribe public void onRenderWorldLast(WorldEvent e) { for (PlayerEntity player : mc.world.getPlayers()) { if (onlyOwn.get() && player != mc.player) continue; drawPenisESP(player); } } private Vector3d interpolate(Entity entity) { double x = entity.prevPosX + (entity.getPosX() - entity.prevPosX) * mc.getRenderPartialTicks(); double y = entity.prevPosY + (entity.getPosY() - entity.prevPosY) * mc.getRenderPartialTicks(); double z = entity.prevPosZ + (entity.getPosZ() - entity.prevPosZ) * mc.getRenderPartialTicks(); return new Vector3d(x, y, z); } private void drawPenisESP(PlayerEntity player) { EntityRendererManager rm = mc.getRenderManager(); Vector3d base = interpolate(player).subtract(rm.info.getProjectedView()); double yaw = Math.toRadians(-player.rotationYaw); double penisLen = penisLength.get(); double penisWidth = penisThickness.get(); double balls = ballSize.get(); Vector3d basePos = base.add(0, player.getHeight() / 2.4, 0); Vector3d forward = new Vector3d(Math.sin(yaw), 0, Math.cos(yaw)); Vector3d left = basePos.add(Math.sin(yaw - Math.PI / 2) * balls * 0.9, -balls * 0.1, Math.cos(yaw - Math.PI / 2) * balls * 0.9); Vector3d right = basePos.add(Math.sin(yaw + Math.PI / 2) * balls * 0.9, -balls * 0.1, Math.cos(yaw + Math.PI / 2) * balls * 0.9); double offset = 0.1 + (balls * 0.5); if (offset > 0.25) offset = 0.25; if (offset < 0.1) offset = 0.1; Vector3d start = basePos.add(forward.scale(offset)).add(0, balls * 0.15, 0); Vector3d tip = start.add(forward.scale(penisLen)); drawSphere(left, balls, 30, penisColor.get(), 0); drawSphere(right, balls, 30, penisColor.get(), 0); drawCylinder(start, tip, penisWidth, penisColor.get()); drawSphere(tip, balls * 0.8, 30, headColor.get(), 2); } private void drawSphere(Vector3d pos, double radius, int grad, int color, int stage) { GL11.glPushMatrix(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); setColor(color); for (float alpha = 0; alpha < Math.PI; alpha += Math.PI / grad) { for (float beta = 0; beta < 2.0 * Math.PI; beta += Math.PI / grad) { double x1 = pos.x + (radius * Math.cos(beta) * Math.sin(alpha)); double y1 = pos.y + (radius * Math.sin(beta) * Math.sin(alpha)); double z1 = pos.z + (radius * Math.cos(alpha)); double sin = Math.sin(alpha + Math.PI / grad); double x2 = pos.x + (radius * Math.cos(beta) * sin); double y2 = pos.y + (radius * Math.sin(beta) * sin); double z2 = pos.z + (radius * Math.cos(alpha + Math.PI / grad)); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3d(x1, y1, z1); GL11.glVertex3d(x2, y2, z2); GL11.glEnd(); } } GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_BLEND); GL11.glPopMatrix(); } private void drawCylinder(Vector3d start, Vector3d end, double radius, int color) { GL11.glPushMatrix(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); setColor(color); int slices = 20; for (int i = 0; i < 360; i += 360 / slices) { double a1 = Math.toRadians(i); double a2 = Math.toRadians(i + 360 / slices); double x1s = start.x + radius * Math.cos(a1); double z1s = start.z + radius * Math.sin(a1); double x2s = start.x + radius * Math.cos(a2); double z2s = start.z + radius * Math.sin(a2); double x1e = end.x + radius * Math.cos(a1); double z1e = end.z + radius * Math.sin(a1); double x2e = end.x + radius * Math.cos(a2); double z2e = end.z + radius * Math.sin(a2); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3d(x1s, start.y, z1s); GL11.glVertex3d(x1e, end.y, z1e); GL11.glVertex3d(x1s, start.y, z1s); GL11.glVertex3d(x2s, start.y, z2s); GL11.glVertex3d(x1e, end.y, z1e); GL11.glVertex3d(x2e, end.y, z2e); GL11.glEnd(); } GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_BLEND); GL11.glPopMatrix(); } private void setColor(int color) { // Прямые битовые операции (без ColorUtils) float a = ((color >> 24) & 0xFF) / 255f; float r = ((color >> 16) & 0xFF) / 255f; float g = ((color >> 8) & 0xFF) / 255f; float b = (color & 0xFF) / 255f; GL11.glColor4f(r, g, b, a); } }
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я под чистую экспу перенестак это и было под экспу
// Прямые битовые операции (без ColorUtils)пастерки мне стало скучно и я все таки решил перенести эту функцию на экспу 3.1
PastaLand:package im.expensive.functions.impl.combat; import im.expensive.events.WorldEvent; import im.expensive.functions.api.Function; import im.expensive.functions.api.FunctionRegister; import im.expensive.functions.api.Category; import im.expensive.functions.settings.impl.BooleanSetting; import im.expensive.functions.settings.impl.ColorSetting; import im.expensive.functions.settings.impl.SliderSetting; import com.google.common.eventbus.Subscribe; import net.minecraft.client.renderer.entity.EntityRendererManager; import net.minecraft.entity.Entity; import net.minecraft.entity.player.PlayerEntity; import net.minecraft.util.math.vector.Vector3d; import org.lwjgl.opengl.GL11; /** * make by me 12.10.2025 * transfer to expensive 3.1 from the userok1337 (BloxikPaster) 13.10.2025 */ @FunctionRegister(name = "PenisESP", type = Category.Render) public class PenisESP extends Function { private final BooleanSetting onlyOwn = new BooleanSetting("Только свой", true); private final SliderSetting penisLength = new SliderSetting("Длина", 1.5f, 0.1f, 3.0f, 0.1f); private final SliderSetting penisThickness = new SliderSetting("Толщина", 0.07f, 0.01f, 0.3f, 0.01f); private final SliderSetting ballSize = new SliderSetting("Размер яиц", 0.15f, 0.05f, 0.5f, 0.01f); private final SliderSetting gradation = new SliderSetting("Градация (сглаженность)", 30f, 10f, 100f, 1f); private final ColorSetting penisColor = new ColorSetting("Цвет", -1); private final ColorSetting headColor = new ColorSetting("Цвет головки", -1); public PenisESP() { addSettings(onlyOwn, penisLength, penisThickness, ballSize, gradation, penisColor, headColor); } @Subscribe public void onRenderWorldLast(WorldEvent e) { for (PlayerEntity player : mc.world.getPlayers()) { if (onlyOwn.get() && player != mc.player) continue; drawPenisESP(player); } } private Vector3d interpolate(Entity entity) { double x = entity.prevPosX + (entity.getPosX() - entity.prevPosX) * mc.getRenderPartialTicks(); double y = entity.prevPosY + (entity.getPosY() - entity.prevPosY) * mc.getRenderPartialTicks(); double z = entity.prevPosZ + (entity.getPosZ() - entity.prevPosZ) * mc.getRenderPartialTicks(); return new Vector3d(x, y, z); } private void drawPenisESP(PlayerEntity player) { EntityRendererManager rm = mc.getRenderManager(); Vector3d base = interpolate(player).subtract(rm.info.getProjectedView()); double yaw = Math.toRadians(-player.rotationYaw); double penisLen = penisLength.get(); double penisWidth = penisThickness.get(); double balls = ballSize.get(); Vector3d basePos = base.add(0, player.getHeight() / 2.4, 0); Vector3d forward = new Vector3d(Math.sin(yaw), 0, Math.cos(yaw)); Vector3d left = basePos.add(Math.sin(yaw - Math.PI / 2) * balls * 0.9, -balls * 0.1, Math.cos(yaw - Math.PI / 2) * balls * 0.9); Vector3d right = basePos.add(Math.sin(yaw + Math.PI / 2) * balls * 0.9, -balls * 0.1, Math.cos(yaw + Math.PI / 2) * balls * 0.9); double offset = 0.1 + (balls * 0.5); if (offset > 0.25) offset = 0.25; if (offset < 0.1) offset = 0.1; Vector3d start = basePos.add(forward.scale(offset)).add(0, balls * 0.15, 0); Vector3d tip = start.add(forward.scale(penisLen)); drawSphere(left, balls, 30, penisColor.get(), 0); drawSphere(right, balls, 30, penisColor.get(), 0); drawCylinder(start, tip, penisWidth, penisColor.get()); drawSphere(tip, balls * 0.8, 30, headColor.get(), 2); } private void drawSphere(Vector3d pos, double radius, int grad, int color, int stage) { GL11.glPushMatrix(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); setColor(color); for (float alpha = 0; alpha < Math.PI; alpha += Math.PI / grad) { for (float beta = 0; beta < 2.0 * Math.PI; beta += Math.PI / grad) { double x1 = pos.x + (radius * Math.cos(beta) * Math.sin(alpha)); double y1 = pos.y + (radius * Math.sin(beta) * Math.sin(alpha)); double z1 = pos.z + (radius * Math.cos(alpha)); double sin = Math.sin(alpha + Math.PI / grad); double x2 = pos.x + (radius * Math.cos(beta) * sin); double y2 = pos.y + (radius * Math.sin(beta) * sin); double z2 = pos.z + (radius * Math.cos(alpha + Math.PI / grad)); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3d(x1, y1, z1); GL11.glVertex3d(x2, y2, z2); GL11.glEnd(); } } GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_BLEND); GL11.glPopMatrix(); } private void drawCylinder(Vector3d start, Vector3d end, double radius, int color) { GL11.glPushMatrix(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); setColor(color); int slices = 20; for (int i = 0; i < 360; i += 360 / slices) { double a1 = Math.toRadians(i); double a2 = Math.toRadians(i + 360 / slices); double x1s = start.x + radius * Math.cos(a1); double z1s = start.z + radius * Math.sin(a1); double x2s = start.x + radius * Math.cos(a2); double z2s = start.z + radius * Math.sin(a2); double x1e = end.x + radius * Math.cos(a1); double z1e = end.z + radius * Math.sin(a1); double x2e = end.x + radius * Math.cos(a2); double z2e = end.z + radius * Math.sin(a2); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3d(x1s, start.y, z1s); GL11.glVertex3d(x1e, end.y, z1e); GL11.glVertex3d(x1s, start.y, z1s); GL11.glVertex3d(x2s, start.y, z2s); GL11.glVertex3d(x1e, end.y, z1e); GL11.glVertex3d(x2e, end.y, z2e); GL11.glEnd(); } GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_BLEND); GL11.glPopMatrix(); } private void setColor(int color) { // Прямые битовые операции (без ColorUtils) float a = ((color >> 24) & 0xFF) / 255f; float r = ((color >> 16) & 0xFF) / 255f; float g = ((color >> 8) & 0xFF) / 255f; float b = (color & 0xFF) / 255f; GL11.glColor4f(r, g, b, a); } }
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немного использовал чат гпт все остальное сам, у меня прост ошибка была там не мог пофиксить// Прямые битовые операции (без ColorUtils)
до них не донести забейтак это и было под экспу
ОЧЕВИДНЫЙ РОФЛ НЕ ВЫКУПИЛ...круто 3 месяца говоришь делал а че там 3 месяца делать да и через нейронку?) это если че за 2 минуты делается в том же самом тандер хаке лежит он какой же ты пиздабол
ага попалсяspa$til sps +rep
Типы с 2iq сидят вот и рофлы не выкупаютОЧЕВИДНЫЙ РОФЛ НЕ ВЫКУПИЛ...
Проект предоставляет различный материал, относящийся к сфере киберспорта, программирования, ПО для игр, а также позволяет его участникам общаться на многие другие темы. Почта для жалоб: admin@yougame.biz