1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
|
/*
* Dungeons Guide - The most intelligent Hypixel Skyblock Dungeons Mod
* Copyright (C) 2021 cyoung06
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as published
* by the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package kr.syeyoung.dungeonsguide.features.impl.dungeon;
import kr.syeyoung.dungeonsguide.DungeonsGuide;
import kr.syeyoung.dungeonsguide.SkyblockStatus;
import kr.syeyoung.dungeonsguide.dungeon.DungeonContext;
import kr.syeyoung.dungeonsguide.features.SimpleFeature;
import kr.syeyoung.dungeonsguide.features.listener.PlayerRenderListener;
import net.minecraft.client.entity.AbstractClientPlayer;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.item.ItemStack;
import net.minecraftforge.client.event.RenderPlayerEvent;
import org.lwjgl.opengl.GL11;
public class FeaturePlayerESP extends SimpleFeature implements PlayerRenderListener {
public FeaturePlayerESP() {
super("Dungeon.Teammates", "See players through walls", "See players through walls", "dungeon.playeresp", false);
setEnabled(false);
}
private final SkyblockStatus skyblockStatus = DungeonsGuide.getDungeonsGuide().getSkyblockStatus();
private boolean preCalled = false;
@Override
public void onEntityRenderPre(RenderPlayerEvent.Pre renderPlayerEvent) {
if (preCalled) return;
if (!isEnabled()) return;
DungeonContext dungeonContext = skyblockStatus.getContext();
if (dungeonContext == null) return;
if (!dungeonContext.getPlayers().contains(renderPlayerEvent.entityPlayer.getName())) {
return;
}
preCalled = true;
GL11.glEnable(GL11.GL_STENCIL_TEST);
GL11.glClearStencil(0);
GL11.glClear(GL11.GL_STENCIL_BUFFER_BIT);
GL11.glStencilMask(0xFF);
GL11.glStencilFunc(GL11.GL_ALWAYS, 1, 0xFF);
GL11.glStencilOp(GL11.GL_KEEP, GL11.GL_REPLACE, GL11.GL_REPLACE);
EntityPlayer entity = renderPlayerEvent.entityPlayer;
InventoryPlayer inv = entity.inventory;
ItemStack[] armor = inv.armorInventory;
inv.armorInventory = new ItemStack[4];
ItemStack[] hand = inv.mainInventory;
inv.mainInventory = new ItemStack[36];
float f = entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * renderPlayerEvent.partialRenderTick;
try {
renderPlayerEvent.renderer.doRender((AbstractClientPlayer) renderPlayerEvent.entityPlayer, renderPlayerEvent.x, renderPlayerEvent.y, renderPlayerEvent.z, f, renderPlayerEvent.partialRenderTick);
} catch (Throwable t) {}
GL11.glStencilOp(GL11.GL_KEEP, GL11.GL_KEEP, GL11.GL_KEEP);
GL11.glStencilFunc(GL11.GL_NOTEQUAL, 1, 0xff);
GL11.glDepthMask(false);
GL11.glDepthFunc(GL11.GL_GEQUAL);
GlStateManager.pushMatrix();
GlStateManager.translate(renderPlayerEvent.x, renderPlayerEvent.y + 0.9, renderPlayerEvent.z);
GlStateManager.scale(1.2f, 1.1f, 1.2f);
renderPlayerEvent.renderer.setRenderOutlines(true);
try {
renderPlayerEvent.renderer.doRender((AbstractClientPlayer) renderPlayerEvent.entityPlayer, 0,-0.9,0, f, renderPlayerEvent.partialRenderTick);
} catch (Throwable t) {}
renderPlayerEvent.renderer.setRenderOutlines(false);
GL11.glDepthFunc(GL11.GL_LEQUAL);
GlStateManager.popMatrix();
GL11.glDisable(GL11.GL_STENCIL_TEST); // Turn this shit off!
inv.armorInventory = armor;
inv.mainInventory = hand;
preCalled = false;
}
@Override
public void onEntityRenderPost(RenderPlayerEvent.Post renderPlayerEvent) {
}
}
|