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Визуальная часть ChinaHat I exp 3.1

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22 Июн 2024
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Выберите загрузчик игры
  1. Vanilla
ss
просто делает зеленым на друзьях мб кому то надо хз

Java:
Expand Collapse Copy
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();
    }
}
1769697626953.png
 
ss
просто делает зеленым на друзьях мб кому то надо хз

Java:
Expand Collapse Copy
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();
    }
}
Посмотреть вложение 326043
сделай хотя бы привязку к голове нормальную
 
ss
просто делает зеленым на друзьях мб кому то надо хз

Java:
Expand Collapse Copy
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();
    }
}
Посмотреть вложение 326043
как же я поднимаю себе самооценку осознавая что кто то еще на експенсиве сидит
 
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