- Выберите загрузчик игры
- Vanilla
ss
просто делает зеленым на друзьях мб кому то надо хз
просто делает зеленым на друзьях мб кому то надо хз
Java:
package im.expensive.functions.impl.render;
import com.google.common.eventbus.Subscribe;
import com.mojang.blaze3d.platform.GlStateManager;
import com.mojang.blaze3d.systems.RenderSystem;
import im.expensive.events.WorldEvent;
import im.expensive.functions.api.Category;
import im.expensive.functions.api.Function;
import im.expensive.functions.api.FunctionRegister;
import im.expensive.utils.math.MathUtil;
import im.expensive.utils.render.ColorUtils;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.client.settings.PointOfView;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.vector.Vector3d;
import org.lwjgl.opengl.GL11;
import im.expensive.command.friends.FriendStorage;
@FunctionRegister(name = "China Hat", type = Category.Render)
public class ChinaHat extends Function {
@Subscribe
private void onRender(WorldEvent e) {
if (mc.world == null || mc.player == null) return;
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder buffer = tessellator.getBuffer();
float radius = 0.6f;
Vector3d projectedView = mc.getRenderManager().info.getProjectedView();
GlStateManager.pushMatrix();
RenderSystem.translated(-projectedView.x, -projectedView.y, -projectedView.z);
RenderSystem.disableTexture();
RenderSystem.enableBlend();
RenderSystem.blendFunc(770, 771);
RenderSystem.disableCull();
RenderSystem.depthMask(false);
RenderSystem.shadeModel(7425);
RenderSystem.lineWidth(3);
GL11.glEnable(GL11.GL_LINE_SMOOTH);
GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
for (PlayerEntity player : mc.world.getPlayers()) {
if (player == mc.player && mc.gameSettings.getPointOfView() == PointOfView.FIRST_PERSON) continue;
if (player != mc.player && !FriendStorage.isFriend(player.getName().getString())) continue;
GlStateManager.pushMatrix();
Vector3d interpolated = MathUtil.interpolate(player.getPositionVec(), new Vector3d(player.lastTickPosX, player.lastTickPosY, player.lastTickPosZ), e.getPartialTicks());
interpolated = new Vector3d(interpolated.x, interpolated.y - 0.05, interpolated.z);
RenderSystem.translated(interpolated.x, interpolated.y + player.getHeight(), interpolated.z);
float yaw = (float) mc.getRenderManager().info.getYaw();
GL11.glRotatef(-yaw, 0f, 1f, 0f);
RenderSystem.translated(-interpolated.x, -(interpolated.y + player.getHeight()), -interpolated.z);
buffer.begin(GL11.GL_TRIANGLE_FAN, DefaultVertexFormats.POSITION_COLOR);
int centerColor = (player == mc.player) ? HUD.getColor(0, 1) : FriendStorage.getColor();
buffer.pos(interpolated.x, interpolated.y + player.getHeight() + 0.3, interpolated.z).color(ColorUtils.setAlpha(centerColor, 128)).endVertex();
for (int i = 0; i <= 360; i++) {
float x = (float) (interpolated.x + MathHelper.sin((float) Math.toRadians(i)) * radius);
float z = (float) (interpolated.z - MathHelper.cos((float) Math.toRadians(i)) * radius);
int edgeColor = (player == mc.player) ? HUD.getColor(i, 1) : FriendStorage.getColor();
buffer.pos(x, interpolated.y + player.getHeight(), z).color(ColorUtils.setAlpha(edgeColor, 128)).endVertex();
}
tessellator.draw();
buffer.begin(GL11.GL_LINE_LOOP, DefaultVertexFormats.POSITION_COLOR);
for (int i = 0; i <= 360; i++) {
float x = (float) (interpolated.x + MathHelper.sin((float) Math.toRadians(i)) * radius);
float z = (float) (interpolated.z - MathHelper.cos((float) Math.toRadians(i)) * radius);
int edgeColor = (player == mc.player) ? HUD.getColor(i, 1) : FriendStorage.getColor();
buffer.pos(x, interpolated.y + player.getHeight(), z).color(ColorUtils.setAlpha(edgeColor, 255)).endVertex();
}
tessellator.draw();
GlStateManager.popMatrix();
}
GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_DONT_CARE);
GL11.glDisable(GL11.GL_LINE_SMOOTH);
RenderSystem.shadeModel(7424);
RenderSystem.depthMask(true);
RenderSystem.enableCull();
RenderSystem.disableBlend();
RenderSystem.enableTexture();
GlStateManager.popMatrix();
}
}