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Визуальная часть Wings | 1.16.5 (base Monoton/nuclear)

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  1. Прочие моды
Сам на $$$elf'кодил модуль на крылья визуальные



Java:
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package monoton.module.impl.render;



import com.mojang.blaze3d.systems.RenderSystem;

import monoton.control.events.client.Event;

import monoton.control.events.render.EventRender;

import monoton.module.TypeList;

import monoton.module.api.Annotation;

import monoton.module.api.Module;

import monoton.module.settings.Setting;

import monoton.module.settings.imp.ColorSetting;

import monoton.module.settings.imp.SliderSetting;

import monoton.module.settings.imp.BooleanOption;

import monoton.utils.render.ColorUtils;

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;



@Annotation(name = "Wings", type = TypeList.Render, desc = "Ангельские крылья на спине")

public class Wings extends Module {



    public ColorSetting color =

            new ColorSetting("Цвет", ColorUtils.rgba(180, 220, 255, 180));



    public SliderSetting size =

            new SliderSetting("Размер", 1.0f, 0.5f, 2.0f, 0.1f);



    public SliderSetting speed =

            new SliderSetting("Скорость", 1.0f, 0.3f, 3.0f, 0.1f);



    public BooleanOption onlySelf =

            new BooleanOption("Только я", true);



    private float tick;



    public Wings() {

        addSettings(new Setting[]{color, size, speed, onlySelf});

    }



    @Override

    public boolean onEvent(Event event) {

        if (event instanceof EventRender e && e.isRender3D()) {

            render(e.getPartialTicks());

        }

        return false;

    }



    private void render(float pt) {



        if (mc.world == null || mc.player == null) return;



        tick += 0.05f * speed.getValue().floatValue();



        for (PlayerEntity player : mc.world.getPlayers()) {



            if (onlySelf.get() && player != mc.player) continue;

            if (!player.isAlive()) continue;



            if (player == mc.player &&

                    mc.gameSettings.getPointOfView() == PointOfView.FIRST_PERSON)

                continue;



            Vector3d pos = interpolate(player, pt);

            Vector3d cam = mc.getRenderManager().info.getProjectedView();



            double x = pos.x - cam.x;

            double y = pos.y - cam.y;

            double z = pos.z - cam.z;



            float bodyYaw = interpolateRotation(

                    player.prevRenderYawOffset,

                    player.renderYawOffset,

                    pt);



            GL11.glPushMatrix();

            GL11.glTranslated(x, y, z);

            GL11.glRotatef(-bodyYaw, 0, 1, 0);



            GL11.glTranslatef(0f, 1.25f, 0.20f);

            GL11.glScalef(size.getValue().floatValue(),

                    size.getValue().floatValue(),

                    size.getValue().floatValue());



            setupRender();



            drawWing(true);

            drawWing(false);



            endRender();

            GL11.glPopMatrix();

        }

    }



    private void drawWing(boolean left) {



        float dir = left ? -1f : 1f;



        float flap = MathHelper.sin(tick) * 25f;



        GL11.glPushMatrix();

        GL11.glRotatef(dir * (25f + flap), 0, 1, 0);



        for (int i = 0; i < 6; i++) {



            float progress = i / 6f;

            float width = 0.25f + progress * 0.6f;

            float height = 0.7f - progress * 0.3f;



            GL11.glPushMatrix();

            GL11.glTranslatef(dir * progress * 0.4f, 0, progress * 0.2f);



            renderQuad(0, 0, dir * width, height, color.get());



            GL11.glPopMatrix();

        }



        GL11.glPopMatrix();

    }



    private void renderQuad(float x1, float y1,

                            float x2, float y2,

                            int color) {



        float a = ((color >> 24) & 255) / 255f;

        float r = ((color >> 16) & 255) / 255f;

        float g = ((color >> 8) & 255) / 255f;

        float b = (color & 255) / 255f;



        GL11.glBegin(GL11.GL_QUADS);

        GL11.glColor4f(r, g, b, a);

        GL11.glVertex3f(x1, y1, 0);

        GL11.glVertex3f(x2, y1, 0);

        GL11.glVertex3f(x2, y2, 0);

        GL11.glVertex3f(x1, y2, 0);

        GL11.glEnd();

    }



    private void setupRender() {

        RenderSystem.enableBlend();

        RenderSystem.defaultBlendFunc();

        RenderSystem.disableTexture();

        RenderSystem.disableCull();

        RenderSystem.enableDepthTest();

    }



    private void endRender() {

        RenderSystem.enableTexture();

        RenderSystem.enableCull();

        RenderSystem.disableBlend();

    }



    private Vector3d interpolate(PlayerEntity e, float pt) {

        return new Vector3d(

                e.prevPosX + (e.getPosX() - e.prevPosX) * pt,

                e.prevPosY + (e.getPosY() - e.prevPosY) * pt,

                e.prevPosZ + (e.getPosZ() - e.prevPosZ) * pt

        );

    }



    private float interpolateRotation(float prev, float now, float pt) {

        float f = now - prev;

        while (f < -180) f += 360;

        while (f >= 180) f -= 360;

        return prev + pt * f;

    }

}



SS:
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Вложения

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Сам на $$$elf'кодил модуль на крылья визуальные



Java:
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package monoton.module.impl.render;



import com.mojang.blaze3d.systems.RenderSystem;

import monoton.control.events.client.Event;

import monoton.control.events.render.EventRender;

import monoton.module.TypeList;

import monoton.module.api.Annotation;

import monoton.module.api.Module;

import monoton.module.settings.Setting;

import monoton.module.settings.imp.ColorSetting;

import monoton.module.settings.imp.SliderSetting;

import monoton.module.settings.imp.BooleanOption;

import monoton.utils.render.ColorUtils;

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;



@Annotation(name = "Wings", type = TypeList.Render, desc = "Ангельские крылья на спине")

public class Wings extends Module {



    public ColorSetting color =

            new ColorSetting("Цвет", ColorUtils.rgba(180, 220, 255, 180));



    public SliderSetting size =

            new SliderSetting("Размер", 1.0f, 0.5f, 2.0f, 0.1f);



    public SliderSetting speed =

            new SliderSetting("Скорость", 1.0f, 0.3f, 3.0f, 0.1f);



    public BooleanOption onlySelf =

            new BooleanOption("Только я", true);



    private float tick;



    public Wings() {

        addSettings(new Setting[]{color, size, speed, onlySelf});

    }



    @Override

    public boolean onEvent(Event event) {

        if (event instanceof EventRender e && e.isRender3D()) {

            render(e.getPartialTicks());

        }

        return false;

    }



    private void render(float pt) {



        if (mc.world == null || mc.player == null) return;



        tick += 0.05f * speed.getValue().floatValue();



        for (PlayerEntity player : mc.world.getPlayers()) {



            if (onlySelf.get() && player != mc.player) continue;

            if (!player.isAlive()) continue;



            if (player == mc.player &&

                    mc.gameSettings.getPointOfView() == PointOfView.FIRST_PERSON)

                continue;



            Vector3d pos = interpolate(player, pt);

            Vector3d cam = mc.getRenderManager().info.getProjectedView();



            double x = pos.x - cam.x;

            double y = pos.y - cam.y;

            double z = pos.z - cam.z;



            float bodyYaw = interpolateRotation(

                    player.prevRenderYawOffset,

                    player.renderYawOffset,

                    pt);



            GL11.glPushMatrix();

            GL11.glTranslated(x, y, z);

            GL11.glRotatef(-bodyYaw, 0, 1, 0);



            GL11.glTranslatef(0f, 1.25f, 0.20f);

            GL11.glScalef(size.getValue().floatValue(),

                    size.getValue().floatValue(),

                    size.getValue().floatValue());



            setupRender();



            drawWing(true);

            drawWing(false);



            endRender();

            GL11.glPopMatrix();

        }

    }



    private void drawWing(boolean left) {



        float dir = left ? -1f : 1f;



        float flap = MathHelper.sin(tick) * 25f;



        GL11.glPushMatrix();

        GL11.glRotatef(dir * (25f + flap), 0, 1, 0);



        for (int i = 0; i < 6; i++) {



            float progress = i / 6f;

            float width = 0.25f + progress * 0.6f;

            float height = 0.7f - progress * 0.3f;



            GL11.glPushMatrix();

            GL11.glTranslatef(dir * progress * 0.4f, 0, progress * 0.2f);



            renderQuad(0, 0, dir * width, height, color.get());



            GL11.glPopMatrix();

        }



        GL11.glPopMatrix();

    }



    private void renderQuad(float x1, float y1,

                            float x2, float y2,

                            int color) {



        float a = ((color >> 24) & 255) / 255f;

        float r = ((color >> 16) & 255) / 255f;

        float g = ((color >> 8) & 255) / 255f;

        float b = (color & 255) / 255f;



        GL11.glBegin(GL11.GL_QUADS);

        GL11.glColor4f(r, g, b, a);

        GL11.glVertex3f(x1, y1, 0);

        GL11.glVertex3f(x2, y1, 0);

        GL11.glVertex3f(x2, y2, 0);

        GL11.glVertex3f(x1, y2, 0);

        GL11.glEnd();

    }



    private void setupRender() {

        RenderSystem.enableBlend();

        RenderSystem.defaultBlendFunc();

        RenderSystem.disableTexture();

        RenderSystem.disableCull();

        RenderSystem.enableDepthTest();

    }



    private void endRender() {

        RenderSystem.enableTexture();

        RenderSystem.enableCull();

        RenderSystem.disableBlend();

    }



    private Vector3d interpolate(PlayerEntity e, float pt) {

        return new Vector3d(

                e.prevPosX + (e.getPosX() - e.prevPosX) * pt,

                e.prevPosY + (e.getPosY() - e.prevPosY) * pt,

                e.prevPosZ + (e.getPosZ() - e.prevPosZ) * pt

        );

    }



    private float interpolateRotation(float prev, float now, float pt) {

        float f = now - prev;

        while (f < -180) f += 360;

        while (f >= 180) f -= 360;

        return prev + pt * f;

    }

}



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Java:
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package monoton.module.impl.render;



import com.mojang.blaze3d.systems.RenderSystem;

import monoton.control.events.client.Event;

import monoton.control.events.render.EventRender;

import monoton.module.TypeList;

import monoton.module.api.Annotation;

import monoton.module.api.Module;

import monoton.module.settings.Setting;

import monoton.module.settings.imp.ColorSetting;

import monoton.module.settings.imp.SliderSetting;

import monoton.module.settings.imp.BooleanOption;

import monoton.utils.render.ColorUtils;

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;



@Annotation(name = "Wings", type = TypeList.Render, desc = "Ангельские крылья на спине")

public class Wings extends Module {



    public ColorSetting color =

            new ColorSetting("Цвет", ColorUtils.rgba(180, 220, 255, 180));



    public SliderSetting size =

            new SliderSetting("Размер", 1.0f, 0.5f, 2.0f, 0.1f);



    public SliderSetting speed =

            new SliderSetting("Скорость", 1.0f, 0.3f, 3.0f, 0.1f);



    public BooleanOption onlySelf =

            new BooleanOption("Только я", true);



    private float tick;



    public Wings() {

        addSettings(new Setting[]{color, size, speed, onlySelf});

    }



    @Override

    public boolean onEvent(Event event) {

        if (event instanceof EventRender e && e.isRender3D()) {

            render(e.getPartialTicks());

        }

        return false;

    }



    private void render(float pt) {



        if (mc.world == null || mc.player == null) return;



        tick += 0.05f * speed.getValue().floatValue();



        for (PlayerEntity player : mc.world.getPlayers()) {



            if (onlySelf.get() && player != mc.player) continue;

            if (!player.isAlive()) continue;



            if (player == mc.player &&

                    mc.gameSettings.getPointOfView() == PointOfView.FIRST_PERSON)

                continue;



            Vector3d pos = interpolate(player, pt);

            Vector3d cam = mc.getRenderManager().info.getProjectedView();



            double x = pos.x - cam.x;

            double y = pos.y - cam.y;

            double z = pos.z - cam.z;



            float bodyYaw = interpolateRotation(

                    player.prevRenderYawOffset,

                    player.renderYawOffset,

                    pt);



            GL11.glPushMatrix();

            GL11.glTranslated(x, y, z);

            GL11.glRotatef(-bodyYaw, 0, 1, 0);



            GL11.glTranslatef(0f, 1.25f, 0.20f);

            GL11.glScalef(size.getValue().floatValue(),

                    size.getValue().floatValue(),

                    size.getValue().floatValue());



            setupRender();



            drawWing(true);

            drawWing(false);



            endRender();

            GL11.glPopMatrix();

        }

    }



    private void drawWing(boolean left) {



        float dir = left ? -1f : 1f;



        float flap = MathHelper.sin(tick) * 25f;



        GL11.glPushMatrix();

        GL11.glRotatef(dir * (25f + flap), 0, 1, 0);



        for (int i = 0; i < 6; i++) {



            float progress = i / 6f;

            float width = 0.25f + progress * 0.6f;

            float height = 0.7f - progress * 0.3f;



            GL11.glPushMatrix();

            GL11.glTranslatef(dir * progress * 0.4f, 0, progress * 0.2f);



            renderQuad(0, 0, dir * width, height, color.get());



            GL11.glPopMatrix();

        }



        GL11.glPopMatrix();

    }



    private void renderQuad(float x1, float y1,

                            float x2, float y2,

                            int color) {



        float a = ((color >> 24) & 255) / 255f;

        float r = ((color >> 16) & 255) / 255f;

        float g = ((color >> 8) & 255) / 255f;

        float b = (color & 255) / 255f;



        GL11.glBegin(GL11.GL_QUADS);

        GL11.glColor4f(r, g, b, a);

        GL11.glVertex3f(x1, y1, 0);

        GL11.glVertex3f(x2, y1, 0);

        GL11.glVertex3f(x2, y2, 0);

        GL11.glVertex3f(x1, y2, 0);

        GL11.glEnd();

    }



    private void setupRender() {

        RenderSystem.enableBlend();

        RenderSystem.defaultBlendFunc();

        RenderSystem.disableTexture();

        RenderSystem.disableCull();

        RenderSystem.enableDepthTest();

    }



    private void endRender() {

        RenderSystem.enableTexture();

        RenderSystem.enableCull();

        RenderSystem.disableBlend();

    }



    private Vector3d interpolate(PlayerEntity e, float pt) {

        return new Vector3d(

                e.prevPosX + (e.getPosX() - e.prevPosX) * pt,

                e.prevPosY + (e.getPosY() - e.prevPosY) * pt,

                e.prevPosZ + (e.getPosZ() - e.prevPosZ) * pt

        );

    }



    private float interpolateRotation(float prev, float now, float pt) {

        float f = now - prev;

        while (f < -180) f += 360;

        while (f >= 180) f -= 360;

        return prev + pt * f;

    }

}



SS:
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Сам на $$$elf'кодил модуль на крылья визуальные



Java:
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package monoton.module.impl.render;



import com.mojang.blaze3d.systems.RenderSystem;

import monoton.control.events.client.Event;

import monoton.control.events.render.EventRender;

import monoton.module.TypeList;

import monoton.module.api.Annotation;

import monoton.module.api.Module;

import monoton.module.settings.Setting;

import monoton.module.settings.imp.ColorSetting;

import monoton.module.settings.imp.SliderSetting;

import monoton.module.settings.imp.BooleanOption;

import monoton.utils.render.ColorUtils;

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;



@Annotation(name = "Wings", type = TypeList.Render, desc = "Ангельские крылья на спине")

public class Wings extends Module {



    public ColorSetting color =

            new ColorSetting("Цвет", ColorUtils.rgba(180, 220, 255, 180));



    public SliderSetting size =

            new SliderSetting("Размер", 1.0f, 0.5f, 2.0f, 0.1f);



    public SliderSetting speed =

            new SliderSetting("Скорость", 1.0f, 0.3f, 3.0f, 0.1f);



    public BooleanOption onlySelf =

            new BooleanOption("Только я", true);



    private float tick;



    public Wings() {

        addSettings(new Setting[]{color, size, speed, onlySelf});

    }



    @Override

    public boolean onEvent(Event event) {

        if (event instanceof EventRender e && e.isRender3D()) {

            render(e.getPartialTicks());

        }

        return false;

    }



    private void render(float pt) {



        if (mc.world == null || mc.player == null) return;



        tick += 0.05f * speed.getValue().floatValue();



        for (PlayerEntity player : mc.world.getPlayers()) {



            if (onlySelf.get() && player != mc.player) continue;

            if (!player.isAlive()) continue;



            if (player == mc.player &&

                    mc.gameSettings.getPointOfView() == PointOfView.FIRST_PERSON)

                continue;



            Vector3d pos = interpolate(player, pt);

            Vector3d cam = mc.getRenderManager().info.getProjectedView();



            double x = pos.x - cam.x;

            double y = pos.y - cam.y;

            double z = pos.z - cam.z;



            float bodyYaw = interpolateRotation(

                    player.prevRenderYawOffset,

                    player.renderYawOffset,

                    pt);



            GL11.glPushMatrix();

            GL11.glTranslated(x, y, z);

            GL11.glRotatef(-bodyYaw, 0, 1, 0);



            GL11.glTranslatef(0f, 1.25f, 0.20f);

            GL11.glScalef(size.getValue().floatValue(),

                    size.getValue().floatValue(),

                    size.getValue().floatValue());



            setupRender();



            drawWing(true);

            drawWing(false);



            endRender();

            GL11.glPopMatrix();

        }

    }



    private void drawWing(boolean left) {



        float dir = left ? -1f : 1f;



        float flap = MathHelper.sin(tick) * 25f;



        GL11.glPushMatrix();

        GL11.glRotatef(dir * (25f + flap), 0, 1, 0);



        for (int i = 0; i < 6; i++) {



            float progress = i / 6f;

            float width = 0.25f + progress * 0.6f;

            float height = 0.7f - progress * 0.3f;



            GL11.glPushMatrix();

            GL11.glTranslatef(dir * progress * 0.4f, 0, progress * 0.2f);



            renderQuad(0, 0, dir * width, height, color.get());



            GL11.glPopMatrix();

        }



        GL11.glPopMatrix();

    }



    private void renderQuad(float x1, float y1,

                            float x2, float y2,

                            int color) {



        float a = ((color >> 24) & 255) / 255f;

        float r = ((color >> 16) & 255) / 255f;

        float g = ((color >> 8) & 255) / 255f;

        float b = (color & 255) / 255f;



        GL11.glBegin(GL11.GL_QUADS);

        GL11.glColor4f(r, g, b, a);

        GL11.glVertex3f(x1, y1, 0);

        GL11.glVertex3f(x2, y1, 0);

        GL11.glVertex3f(x2, y2, 0);

        GL11.glVertex3f(x1, y2, 0);

        GL11.glEnd();

    }



    private void setupRender() {

        RenderSystem.enableBlend();

        RenderSystem.defaultBlendFunc();

        RenderSystem.disableTexture();

        RenderSystem.disableCull();

        RenderSystem.enableDepthTest();

    }



    private void endRender() {

        RenderSystem.enableTexture();

        RenderSystem.enableCull();

        RenderSystem.disableBlend();

    }



    private Vector3d interpolate(PlayerEntity e, float pt) {

        return new Vector3d(

                e.prevPosX + (e.getPosX() - e.prevPosX) * pt,

                e.prevPosY + (e.getPosY() - e.prevPosY) * pt,

                e.prevPosZ + (e.getPosZ() - e.prevPosZ) * pt

        );

    }



    private float interpolateRotation(float prev, float now, float pt) {

        float f = now - prev;

        while (f < -180) f += 360;

        while (f >= 180) f -= 360;

        return prev + pt * f;

    }

}



SS:
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убожество
 
Сам на $$$elf'кодил модуль на крылья визуальные



Java:
Expand Collapse Copy
package monoton.module.impl.render;



import com.mojang.blaze3d.systems.RenderSystem;

import monoton.control.events.client.Event;

import monoton.control.events.render.EventRender;

import monoton.module.TypeList;

import monoton.module.api.Annotation;

import monoton.module.api.Module;

import monoton.module.settings.Setting;

import monoton.module.settings.imp.ColorSetting;

import monoton.module.settings.imp.SliderSetting;

import monoton.module.settings.imp.BooleanOption;

import monoton.utils.render.ColorUtils;

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;



@Annotation(name = "Wings", type = TypeList.Render, desc = "Ангельские крылья на спине")

public class Wings extends Module {



    public ColorSetting color =

            new ColorSetting("Цвет", ColorUtils.rgba(180, 220, 255, 180));



    public SliderSetting size =

            new SliderSetting("Размер", 1.0f, 0.5f, 2.0f, 0.1f);



    public SliderSetting speed =

            new SliderSetting("Скорость", 1.0f, 0.3f, 3.0f, 0.1f);



    public BooleanOption onlySelf =

            new BooleanOption("Только я", true);



    private float tick;



    public Wings() {

        addSettings(new Setting[]{color, size, speed, onlySelf});

    }



    @Override

    public boolean onEvent(Event event) {

        if (event instanceof EventRender e && e.isRender3D()) {

            render(e.getPartialTicks());

        }

        return false;

    }



    private void render(float pt) {



        if (mc.world == null || mc.player == null) return;



        tick += 0.05f * speed.getValue().floatValue();



        for (PlayerEntity player : mc.world.getPlayers()) {



            if (onlySelf.get() && player != mc.player) continue;

            if (!player.isAlive()) continue;



            if (player == mc.player &&

                    mc.gameSettings.getPointOfView() == PointOfView.FIRST_PERSON)

                continue;



            Vector3d pos = interpolate(player, pt);

            Vector3d cam = mc.getRenderManager().info.getProjectedView();



            double x = pos.x - cam.x;

            double y = pos.y - cam.y;

            double z = pos.z - cam.z;



            float bodyYaw = interpolateRotation(

                    player.prevRenderYawOffset,

                    player.renderYawOffset,

                    pt);



            GL11.glPushMatrix();

            GL11.glTranslated(x, y, z);

            GL11.glRotatef(-bodyYaw, 0, 1, 0);



            GL11.glTranslatef(0f, 1.25f, 0.20f);

            GL11.glScalef(size.getValue().floatValue(),

                    size.getValue().floatValue(),

                    size.getValue().floatValue());



            setupRender();



            drawWing(true);

            drawWing(false);



            endRender();

            GL11.glPopMatrix();

        }

    }



    private void drawWing(boolean left) {



        float dir = left ? -1f : 1f;



        float flap = MathHelper.sin(tick) * 25f;



        GL11.glPushMatrix();

        GL11.glRotatef(dir * (25f + flap), 0, 1, 0);



        for (int i = 0; i < 6; i++) {



            float progress = i / 6f;

            float width = 0.25f + progress * 0.6f;

            float height = 0.7f - progress * 0.3f;



            GL11.glPushMatrix();

            GL11.glTranslatef(dir * progress * 0.4f, 0, progress * 0.2f);



            renderQuad(0, 0, dir * width, height, color.get());



            GL11.glPopMatrix();

        }



        GL11.glPopMatrix();

    }



    private void renderQuad(float x1, float y1,

                            float x2, float y2,

                            int color) {



        float a = ((color >> 24) & 255) / 255f;

        float r = ((color >> 16) & 255) / 255f;

        float g = ((color >> 8) & 255) / 255f;

        float b = (color & 255) / 255f;



        GL11.glBegin(GL11.GL_QUADS);

        GL11.glColor4f(r, g, b, a);

        GL11.glVertex3f(x1, y1, 0);

        GL11.glVertex3f(x2, y1, 0);

        GL11.glVertex3f(x2, y2, 0);

        GL11.glVertex3f(x1, y2, 0);

        GL11.glEnd();

    }



    private void setupRender() {

        RenderSystem.enableBlend();

        RenderSystem.defaultBlendFunc();

        RenderSystem.disableTexture();

        RenderSystem.disableCull();

        RenderSystem.enableDepthTest();

    }



    private void endRender() {

        RenderSystem.enableTexture();

        RenderSystem.enableCull();

        RenderSystem.disableBlend();

    }



    private Vector3d interpolate(PlayerEntity e, float pt) {

        return new Vector3d(

                e.prevPosX + (e.getPosX() - e.prevPosX) * pt,

                e.prevPosY + (e.getPosY() - e.prevPosY) * pt,

                e.prevPosZ + (e.getPosZ() - e.prevPosZ) * pt

        );

    }



    private float interpolateRotation(float prev, float now, float pt) {

        float f = now - prev;

        while (f < -180) f += 360;

        while (f >= 180) f -= 360;

        return prev + pt * f;

    }

}



SS:
Посмотреть вложение 333918Посмотреть вложение 333919
что это такое,ужас
 
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