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Часть функционала Rotation MineBlaze Bypass (grief)

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  1. ForgeOptiFine
  2. Прочие моды
rotka:
Expand Collapse Copy
    private void updateMineBlazeRotation() {
        if (target == null) return;

        Vector3d vec = target.getPositionVec().add(0, target.getEyeHeight() * 0.9, 0)
                .subtract(mc.player.getEyePosition(1.0F));

        float yawToTarget = (float) MathHelper.wrapDegrees(Math.toDegrees(Math.atan2(vec.z, vec.x)) - 90);
        float pitchToTarget = (float) (-Math.toDegrees(Math.atan2(vec.y, Math.sqrt(vec.x * vec.x + vec.z * vec.z))));

        boolean wasInHitbox = isInHitbox;
        isInHitbox = isCursorOnHitbox(yawToTarget, pitchToTarget);

        if (isInHitbox != wasInHitbox) {
            if (isInHitbox) {
                currentSpeedMultiplier = 0.2f;
                isAccelerating = false;
            } else {
                isAccelerating = true;
                accelerationStartTime = System.currentTimeMillis();
                accelerationDelay = 100 + random.nextInt(21);
            }
        }

        if (isAccelerating && System.currentTimeMillis() - accelerationStartTime >= accelerationDelay) {
            float accelerationProgress = Math.min((System.currentTimeMillis() - accelerationStartTime - accelerationDelay) / 200f, 1f);
            currentSpeedMultiplier = 0.2f + accelerationProgress * 1.0f;
            if (accelerationProgress >= 1f) {
                isAccelerating = false;
                currentSpeedMultiplier = 1.0f;
            }
        }

        float yaw;
        float pitch;

        float baseYawSpeed = 80.0f * 1.5f * currentSpeedMultiplier;
        float basePitchSpeed = 35.0f * 1.5f * currentSpeedMultiplier;

        float yawDelta = wrapDegrees(yawToTarget - rotateVector.x);
        float pitchDelta = wrapDegrees(pitchToTarget - rotateVector.y);

        if (this.selected != this.target && this.options.get(6).get()) {
            float attackSpeedMultiplier = 1.0f * currentSpeedMultiplier;
            yaw = rotateVector.x + yawDelta * attackSpeedMultiplier;
            pitch = clamp(rotateVector.y + pitchDelta * attackSpeedMultiplier, -89.0F, 89.0F);
        } else {
            float dynamicYawSpeed = calculateDynamicSpeed(Math.abs(yawDelta), baseYawSpeed);
            float dynamicPitchSpeed = calculateDynamicSpeed(Math.abs(pitchDelta), basePitchSpeed);

            float yawSpeed = Math.min(Math.max(Math.abs(yawDelta), 1.0f), dynamicYawSpeed);
            float pitchSpeed = Math.min(Math.max(Math.abs(pitchDelta), 1.0f), dynamicPitchSpeed);

            float accelerationFactor = calculateAccelerationFactor(Math.abs(yawDelta));
            yawSpeed *= accelerationFactor;
            pitchSpeed *= accelerationFactor;

            yaw = rotateVector.x + (yawDelta > 0 ? yawSpeed : -yawSpeed);
            pitch = clamp(rotateVector.y + (pitchDelta > 0 ? pitchSpeed : -pitchSpeed), -89.0F, 89.0F);
        }

        float time = mc.player.ticksExisted * 0.8f;

        float circleAmplitude = 1.8f + (float) Math.sin(time * 0.4f) * 2.2f;
        yaw += (float) Math.sin(time * 1.3f) * circleAmplitude * 0.9f;
        pitch += (float) Math.cos(time * 1.1f) * circleAmplitude * 0.7f;

        float chaosFactor = isInHitbox ? 0.1f : 0.3f;
        if (mc.player.ticksExisted % 2 == 0) {
            yaw += (random.nextFloat() - 0.5f) * chaosFactor;
            pitch += (random.nextFloat() - 0.5f) * chaosFactor * 0.6f;
        }

        float smoothSway = (float) Math.sin(time * 2.1f) * 0.008f;
        float smoothBob = (float) Math.cos(time * 1.8f) * 0.015f;
        yaw += smoothSway;
        pitch += smoothBob;

        float gcd = (float) SensUtils.getGCDValue();
        float gcdRandomizer = 1.85f + random.nextFloat() * 0.45f;
        yaw -= (yaw - rotateVector.x) % (gcd * gcdRandomizer);
        pitch -= (pitch - rotateVector.y) % (gcd * gcdRandomizer);

        float maxYawChange = 32.0f + (float) Math.sin(time * 0.7f) * 6.0f;
        float maxPitchChange = 25.0f + (float) Math.cos(time * 0.8f) * 5.0f;

        yaw = rotateVector.x + clamp(yaw - rotateVector.x, -maxYawChange, maxYawChange);
        pitch = clamp(rotateVector.y + clamp(pitch - rotateVector.y, -maxPitchChange, maxPitchChange), -89.0F, 89.0F);

        rotateVector = new Vector2f(yaw, pitch);
        lastYaw = yaw;
        lastPitch = pitch;

        if (this.options.get(4).get()) {
            mc.player.rotationYawOffset = yaw;
            mc.player.rotationPitchOffset = pitch;
        }
    }



доп методы:
Expand Collapse Copy
private float calculateDynamicSpeed(float angleDelta, float maxSpeed) {
if (angleDelta > 45f) {
return maxSpeed * 0.6f;
} else if (angleDelta > 20f) {
return maxSpeed * 0.8f;
} else if (angleDelta > 5f) {
return maxSpeed * 1.2f;
} else {
return maxSpeed * 0.9f;
}
}

private float calculateAccelerationFactor(float angleDelta) {
float progress = Math.min(angleDelta / 90f, 1.0f);

if (progress > 0.7f) {
return 0.3f + (progress - 0.7f) / 0.3f * 0.7f;
} else if (progress > 0.3f) {
return 1.0f;
} else {
return 0.3f + progress / 0.3f * 0.7f;
}
}


ss -
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(модеры, не удаляйте тему пж, видео грузиться)
 
на дулеях там штук 10 дуелей сходи тебе урон в 0 урежет
именно эта ротка обходит полностью, на грифе пехался очень много
именно эта ротка обходит полностью, на грифе пехался очень много
но на сс походил 1 дуельку т.к. лень было идти на гриф и там пехаться
 
rotka:
Expand Collapse Copy
    private void updateMineBlazeRotation() {
        if (target == null) return;

        Vector3d vec = target.getPositionVec().add(0, target.getEyeHeight() * 0.9, 0)
                .subtract(mc.player.getEyePosition(1.0F));

        float yawToTarget = (float) MathHelper.wrapDegrees(Math.toDegrees(Math.atan2(vec.z, vec.x)) - 90);
        float pitchToTarget = (float) (-Math.toDegrees(Math.atan2(vec.y, Math.sqrt(vec.x * vec.x + vec.z * vec.z))));

        boolean wasInHitbox = isInHitbox;
        isInHitbox = isCursorOnHitbox(yawToTarget, pitchToTarget);

        if (isInHitbox != wasInHitbox) {
            if (isInHitbox) {
                currentSpeedMultiplier = 0.2f;
                isAccelerating = false;
            } else {
                isAccelerating = true;
                accelerationStartTime = System.currentTimeMillis();
                accelerationDelay = 100 + random.nextInt(21);
            }
        }

        if (isAccelerating && System.currentTimeMillis() - accelerationStartTime >= accelerationDelay) {
            float accelerationProgress = Math.min((System.currentTimeMillis() - accelerationStartTime - accelerationDelay) / 200f, 1f);
            currentSpeedMultiplier = 0.2f + accelerationProgress * 1.0f;
            if (accelerationProgress >= 1f) {
                isAccelerating = false;
                currentSpeedMultiplier = 1.0f;
            }
        }

        float yaw;
        float pitch;

        float baseYawSpeed = 80.0f * 1.5f * currentSpeedMultiplier;
        float basePitchSpeed = 35.0f * 1.5f * currentSpeedMultiplier;

        float yawDelta = wrapDegrees(yawToTarget - rotateVector.x);
        float pitchDelta = wrapDegrees(pitchToTarget - rotateVector.y);

        if (this.selected != this.target && this.options.get(6).get()) {
            float attackSpeedMultiplier = 1.0f * currentSpeedMultiplier;
            yaw = rotateVector.x + yawDelta * attackSpeedMultiplier;
            pitch = clamp(rotateVector.y + pitchDelta * attackSpeedMultiplier, -89.0F, 89.0F);
        } else {
            float dynamicYawSpeed = calculateDynamicSpeed(Math.abs(yawDelta), baseYawSpeed);
            float dynamicPitchSpeed = calculateDynamicSpeed(Math.abs(pitchDelta), basePitchSpeed);

            float yawSpeed = Math.min(Math.max(Math.abs(yawDelta), 1.0f), dynamicYawSpeed);
            float pitchSpeed = Math.min(Math.max(Math.abs(pitchDelta), 1.0f), dynamicPitchSpeed);

            float accelerationFactor = calculateAccelerationFactor(Math.abs(yawDelta));
            yawSpeed *= accelerationFactor;
            pitchSpeed *= accelerationFactor;

            yaw = rotateVector.x + (yawDelta > 0 ? yawSpeed : -yawSpeed);
            pitch = clamp(rotateVector.y + (pitchDelta > 0 ? pitchSpeed : -pitchSpeed), -89.0F, 89.0F);
        }

        float time = mc.player.ticksExisted * 0.8f;

        float circleAmplitude = 1.8f + (float) Math.sin(time * 0.4f) * 2.2f;
        yaw += (float) Math.sin(time * 1.3f) * circleAmplitude * 0.9f;
        pitch += (float) Math.cos(time * 1.1f) * circleAmplitude * 0.7f;

        float chaosFactor = isInHitbox ? 0.1f : 0.3f;
        if (mc.player.ticksExisted % 2 == 0) {
            yaw += (random.nextFloat() - 0.5f) * chaosFactor;
            pitch += (random.nextFloat() - 0.5f) * chaosFactor * 0.6f;
        }

        float smoothSway = (float) Math.sin(time * 2.1f) * 0.008f;
        float smoothBob = (float) Math.cos(time * 1.8f) * 0.015f;
        yaw += smoothSway;
        pitch += smoothBob;

        float gcd = (float) SensUtils.getGCDValue();
        float gcdRandomizer = 1.85f + random.nextFloat() * 0.45f;
        yaw -= (yaw - rotateVector.x) % (gcd * gcdRandomizer);
        pitch -= (pitch - rotateVector.y) % (gcd * gcdRandomizer);

        float maxYawChange = 32.0f + (float) Math.sin(time * 0.7f) * 6.0f;
        float maxPitchChange = 25.0f + (float) Math.cos(time * 0.8f) * 5.0f;

        yaw = rotateVector.x + clamp(yaw - rotateVector.x, -maxYawChange, maxYawChange);
        pitch = clamp(rotateVector.y + clamp(pitch - rotateVector.y, -maxPitchChange, maxPitchChange), -89.0F, 89.0F);

        rotateVector = new Vector2f(yaw, pitch);
        lastYaw = yaw;
        lastPitch = pitch;

        if (this.options.get(4).get()) {
            mc.player.rotationYawOffset = yaw;
            mc.player.rotationPitchOffset = pitch;
        }
    }



доп методы:
Expand Collapse Copy
private float calculateDynamicSpeed(float angleDelta, float maxSpeed) {
if (angleDelta > 45f) {
return maxSpeed * 0.6f;
} else if (angleDelta > 20f) {
return maxSpeed * 0.8f;
} else if (angleDelta > 5f) {
return maxSpeed * 1.2f;
} else {
return maxSpeed * 0.9f;
}
}

private float calculateAccelerationFactor(float angleDelta) {
float progress = Math.min(angleDelta / 90f, 1.0f);

if (progress > 0.7f) {
return 0.3f + (progress - 0.7f) / 0.3f * 0.7f;
} else if (progress > 0.3f) {
return 1.0f;
} else {
return 0.3f + progress / 0.3f * 0.7f;
}
}


ss -
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(модеры, не удаляйте тему пж, видео грузиться)
Ну хз они забили огромный болт на виживание там нету античита я на все функциях разносил челов а вот про гриф я хз вроде там полар
 
Ну хз они забили огромный болт на виживание там нету античита я на все функциях разносил челов а вот про гриф я хз вроде там полар
ротка под гриф, на выживании обойдёт абсолютно любая
 
rotka:
Expand Collapse Copy
    private void updateMineBlazeRotation() {
        if (target == null) return;

        Vector3d vec = target.getPositionVec().add(0, target.getEyeHeight() * 0.9, 0)
                .subtract(mc.player.getEyePosition(1.0F));

        float yawToTarget = (float) MathHelper.wrapDegrees(Math.toDegrees(Math.atan2(vec.z, vec.x)) - 90);
        float pitchToTarget = (float) (-Math.toDegrees(Math.atan2(vec.y, Math.sqrt(vec.x * vec.x + vec.z * vec.z))));

        boolean wasInHitbox = isInHitbox;
        isInHitbox = isCursorOnHitbox(yawToTarget, pitchToTarget);

        if (isInHitbox != wasInHitbox) {
            if (isInHitbox) {
                currentSpeedMultiplier = 0.2f;
                isAccelerating = false;
            } else {
                isAccelerating = true;
                accelerationStartTime = System.currentTimeMillis();
                accelerationDelay = 100 + random.nextInt(21);
            }
        }

        if (isAccelerating && System.currentTimeMillis() - accelerationStartTime >= accelerationDelay) {
            float accelerationProgress = Math.min((System.currentTimeMillis() - accelerationStartTime - accelerationDelay) / 200f, 1f);
            currentSpeedMultiplier = 0.2f + accelerationProgress * 1.0f;
            if (accelerationProgress >= 1f) {
                isAccelerating = false;
                currentSpeedMultiplier = 1.0f;
            }
        }

        float yaw;
        float pitch;

        float baseYawSpeed = 80.0f * 1.5f * currentSpeedMultiplier;
        float basePitchSpeed = 35.0f * 1.5f * currentSpeedMultiplier;

        float yawDelta = wrapDegrees(yawToTarget - rotateVector.x);
        float pitchDelta = wrapDegrees(pitchToTarget - rotateVector.y);

        if (this.selected != this.target && this.options.get(6).get()) {
            float attackSpeedMultiplier = 1.0f * currentSpeedMultiplier;
            yaw = rotateVector.x + yawDelta * attackSpeedMultiplier;
            pitch = clamp(rotateVector.y + pitchDelta * attackSpeedMultiplier, -89.0F, 89.0F);
        } else {
            float dynamicYawSpeed = calculateDynamicSpeed(Math.abs(yawDelta), baseYawSpeed);
            float dynamicPitchSpeed = calculateDynamicSpeed(Math.abs(pitchDelta), basePitchSpeed);

            float yawSpeed = Math.min(Math.max(Math.abs(yawDelta), 1.0f), dynamicYawSpeed);
            float pitchSpeed = Math.min(Math.max(Math.abs(pitchDelta), 1.0f), dynamicPitchSpeed);

            float accelerationFactor = calculateAccelerationFactor(Math.abs(yawDelta));
            yawSpeed *= accelerationFactor;
            pitchSpeed *= accelerationFactor;

            yaw = rotateVector.x + (yawDelta > 0 ? yawSpeed : -yawSpeed);
            pitch = clamp(rotateVector.y + (pitchDelta > 0 ? pitchSpeed : -pitchSpeed), -89.0F, 89.0F);
        }

        float time = mc.player.ticksExisted * 0.8f;

        float circleAmplitude = 1.8f + (float) Math.sin(time * 0.4f) * 2.2f;
        yaw += (float) Math.sin(time * 1.3f) * circleAmplitude * 0.9f;
        pitch += (float) Math.cos(time * 1.1f) * circleAmplitude * 0.7f;

        float chaosFactor = isInHitbox ? 0.1f : 0.3f;
        if (mc.player.ticksExisted % 2 == 0) {
            yaw += (random.nextFloat() - 0.5f) * chaosFactor;
            pitch += (random.nextFloat() - 0.5f) * chaosFactor * 0.6f;
        }

        float smoothSway = (float) Math.sin(time * 2.1f) * 0.008f;
        float smoothBob = (float) Math.cos(time * 1.8f) * 0.015f;
        yaw += smoothSway;
        pitch += smoothBob;

        float gcd = (float) SensUtils.getGCDValue();
        float gcdRandomizer = 1.85f + random.nextFloat() * 0.45f;
        yaw -= (yaw - rotateVector.x) % (gcd * gcdRandomizer);
        pitch -= (pitch - rotateVector.y) % (gcd * gcdRandomizer);

        float maxYawChange = 32.0f + (float) Math.sin(time * 0.7f) * 6.0f;
        float maxPitchChange = 25.0f + (float) Math.cos(time * 0.8f) * 5.0f;

        yaw = rotateVector.x + clamp(yaw - rotateVector.x, -maxYawChange, maxYawChange);
        pitch = clamp(rotateVector.y + clamp(pitch - rotateVector.y, -maxPitchChange, maxPitchChange), -89.0F, 89.0F);

        rotateVector = new Vector2f(yaw, pitch);
        lastYaw = yaw;
        lastPitch = pitch;

        if (this.options.get(4).get()) {
            mc.player.rotationYawOffset = yaw;
            mc.player.rotationPitchOffset = pitch;
        }
    }



доп методы:
Expand Collapse Copy
private float calculateDynamicSpeed(float angleDelta, float maxSpeed) {
if (angleDelta > 45f) {
return maxSpeed * 0.6f;
} else if (angleDelta > 20f) {
return maxSpeed * 0.8f;
} else if (angleDelta > 5f) {
return maxSpeed * 1.2f;
} else {
return maxSpeed * 0.9f;
}
}

private float calculateAccelerationFactor(float angleDelta) {
float progress = Math.min(angleDelta / 90f, 1.0f);

if (progress > 0.7f) {
return 0.3f + (progress - 0.7f) / 0.3f * 0.7f;
} else if (progress > 0.3f) {
return 1.0f;
} else {
return 0.3f + progress / 0.3f * 0.7f;
}
}


ss -
Пожалуйста, авторизуйтесь для просмотра ссылки.



(модеры, не удаляйте тему пж, видео грузиться)
ia tvoi ruki celoval xrani tia gospod suka za etu temu
 
нет. АЧ на майнблейзе работает получше чем на фт
потомучто там поляра + матрикс
там полар, обойдешь мблейз - обойдешь фантайм
нихуяшеньки, на фт стоит дополнительный самопис на комбат, не будет нихуя так как ты сказал
 
а ты смешной, зайди на дуели и тебя там АЧ отымеет (весь урон - урезает в ноль)

exp 3.1
Я на дуели пехаюсь час и не режет, просто у тебя мозга нет нормальное что-то сделать
 
rotka:
Expand Collapse Copy
    private void updateMineBlazeRotation() {
        if (target == null) return;

        Vector3d vec = target.getPositionVec().add(0, target.getEyeHeight() * 0.9, 0)
                .subtract(mc.player.getEyePosition(1.0F));

        float yawToTarget = (float) MathHelper.wrapDegrees(Math.toDegrees(Math.atan2(vec.z, vec.x)) - 90);
        float pitchToTarget = (float) (-Math.toDegrees(Math.atan2(vec.y, Math.sqrt(vec.x * vec.x + vec.z * vec.z))));

        boolean wasInHitbox = isInHitbox;
        isInHitbox = isCursorOnHitbox(yawToTarget, pitchToTarget);

        if (isInHitbox != wasInHitbox) {
            if (isInHitbox) {
                currentSpeedMultiplier = 0.2f;
                isAccelerating = false;
            } else {
                isAccelerating = true;
                accelerationStartTime = System.currentTimeMillis();
                accelerationDelay = 100 + random.nextInt(21);
            }
        }

        if (isAccelerating && System.currentTimeMillis() - accelerationStartTime >= accelerationDelay) {
            float accelerationProgress = Math.min((System.currentTimeMillis() - accelerationStartTime - accelerationDelay) / 200f, 1f);
            currentSpeedMultiplier = 0.2f + accelerationProgress * 1.0f;
            if (accelerationProgress >= 1f) {
                isAccelerating = false;
                currentSpeedMultiplier = 1.0f;
            }
        }

        float yaw;
        float pitch;

        float baseYawSpeed = 80.0f * 1.5f * currentSpeedMultiplier;
        float basePitchSpeed = 35.0f * 1.5f * currentSpeedMultiplier;

        float yawDelta = wrapDegrees(yawToTarget - rotateVector.x);
        float pitchDelta = wrapDegrees(pitchToTarget - rotateVector.y);

        if (this.selected != this.target && this.options.get(6).get()) {
            float attackSpeedMultiplier = 1.0f * currentSpeedMultiplier;
            yaw = rotateVector.x + yawDelta * attackSpeedMultiplier;
            pitch = clamp(rotateVector.y + pitchDelta * attackSpeedMultiplier, -89.0F, 89.0F);
        } else {
            float dynamicYawSpeed = calculateDynamicSpeed(Math.abs(yawDelta), baseYawSpeed);
            float dynamicPitchSpeed = calculateDynamicSpeed(Math.abs(pitchDelta), basePitchSpeed);

            float yawSpeed = Math.min(Math.max(Math.abs(yawDelta), 1.0f), dynamicYawSpeed);
            float pitchSpeed = Math.min(Math.max(Math.abs(pitchDelta), 1.0f), dynamicPitchSpeed);

            float accelerationFactor = calculateAccelerationFactor(Math.abs(yawDelta));
            yawSpeed *= accelerationFactor;
            pitchSpeed *= accelerationFactor;

            yaw = rotateVector.x + (yawDelta > 0 ? yawSpeed : -yawSpeed);
            pitch = clamp(rotateVector.y + (pitchDelta > 0 ? pitchSpeed : -pitchSpeed), -89.0F, 89.0F);
        }

        float time = mc.player.ticksExisted * 0.8f;

        float circleAmplitude = 1.8f + (float) Math.sin(time * 0.4f) * 2.2f;
        yaw += (float) Math.sin(time * 1.3f) * circleAmplitude * 0.9f;
        pitch += (float) Math.cos(time * 1.1f) * circleAmplitude * 0.7f;

        float chaosFactor = isInHitbox ? 0.1f : 0.3f;
        if (mc.player.ticksExisted % 2 == 0) {
            yaw += (random.nextFloat() - 0.5f) * chaosFactor;
            pitch += (random.nextFloat() - 0.5f) * chaosFactor * 0.6f;
        }

        float smoothSway = (float) Math.sin(time * 2.1f) * 0.008f;
        float smoothBob = (float) Math.cos(time * 1.8f) * 0.015f;
        yaw += smoothSway;
        pitch += smoothBob;

        float gcd = (float) SensUtils.getGCDValue();
        float gcdRandomizer = 1.85f + random.nextFloat() * 0.45f;
        yaw -= (yaw - rotateVector.x) % (gcd * gcdRandomizer);
        pitch -= (pitch - rotateVector.y) % (gcd * gcdRandomizer);

        float maxYawChange = 32.0f + (float) Math.sin(time * 0.7f) * 6.0f;
        float maxPitchChange = 25.0f + (float) Math.cos(time * 0.8f) * 5.0f;

        yaw = rotateVector.x + clamp(yaw - rotateVector.x, -maxYawChange, maxYawChange);
        pitch = clamp(rotateVector.y + clamp(pitch - rotateVector.y, -maxPitchChange, maxPitchChange), -89.0F, 89.0F);

        rotateVector = new Vector2f(yaw, pitch);
        lastYaw = yaw;
        lastPitch = pitch;

        if (this.options.get(4).get()) {
            mc.player.rotationYawOffset = yaw;
            mc.player.rotationPitchOffset = pitch;
        }
    }



доп методы:
Expand Collapse Copy
private float calculateDynamicSpeed(float angleDelta, float maxSpeed) {
if (angleDelta > 45f) {
return maxSpeed * 0.6f;
} else if (angleDelta > 20f) {
return maxSpeed * 0.8f;
} else if (angleDelta > 5f) {
return maxSpeed * 1.2f;
} else {
return maxSpeed * 0.9f;
}
}

private float calculateAccelerationFactor(float angleDelta) {
float progress = Math.min(angleDelta / 90f, 1.0f);

if (progress > 0.7f) {
return 0.3f + (progress - 0.7f) / 0.3f * 0.7f;
} else if (progress > 0.3f) {
return 1.0f;
} else {
return 0.3f + progress / 0.3f * 0.7f;
}
}


ss -
Пожалуйста, авторизуйтесь для просмотра ссылки.



(модеры, не удаляйте тему пж, видео грузиться)
дай методы
nextInt и
nextFloat плис
 
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