diff options
Diffstat (limited to 'util')
-rw-r--r-- | util/helperFunctions.js | 10 | ||||
-rw-r--r-- | util/renderUtil.js | 93 |
2 files changed, 99 insertions, 4 deletions
diff --git a/util/helperFunctions.js b/util/helperFunctions.js index ea91b68..b731e10 100644 --- a/util/helperFunctions.js +++ b/util/helperFunctions.js @@ -172,8 +172,9 @@ export class trackerGui this.collectionMoveGui = new Gui() } - renderGui(x, y, notation = false, renderGui = true) // can only be called in renderOverlay + renderGui(x, y, toggle = true, notation = false, alwaysShow = false) // can only be called in renderOverlay { + if(!toggle) return let leftValues = [`${this.itemStringed}`, `${this.itemStringed}/hr`, `${this.itemStringed} gained`, "Uptime"] this.itemGui.x = x this.itemGui.y = y @@ -189,8 +190,8 @@ export class trackerGui return this.itemGui.renderGui() } - if(!renderGui) return - if(this.itemValues[0] != undefined && /*this.trackingItem && */this.calcItemPerHour) + if(!toggle || !(alwaysShow || this.trackingItem || this.trackedItem == "")) return + if(this.itemValues[0] != undefined && this.calcItemPerHour) { this.itemValuesSum = 0 for(let i = 0; i < this.itemValues.length; i++) @@ -385,7 +386,8 @@ export function checkInDwarven() return false } -const foragingLocations = ["Dark", "Birch", "Spruce", "Savanna", "Jungle", "Forest"] +const foragingLocations = ["§aDark Thic🐍§aket", "§aBirch Par🐍§ak", "§aSpruce Wo🐍§aods", "§aSavanna W🐍§aoodland", "§aJungle Is🐍§aland", "§bForest"] +// pov: hypixel making a working game (i do the same thing) export function checkInPark() { const scoreboard = Scoreboard.getLines() diff --git a/util/renderUtil.js b/util/renderUtil.js index f989cde..f3dce1d 100644 --- a/util/renderUtil.js +++ b/util/renderUtil.js @@ -1,7 +1,12 @@ export function trace(x, y, z, red, green, blue, alpha) { GL11.glLineWidth(2.0) + GlStateManager.func_179129_p() // disableCullFace + GlStateManager.func_179147_l() // enableBlend + GlStateManager.func_179112_b(770, 771) // blendFunc + GlStateManager.func_179132_a(false) // depthMask GlStateManager.func_179090_x() // disableTexture2D + Tessellator.begin(1).colorize(red, green, blue, alpha) if(Player.isSneaking()) @@ -10,6 +15,94 @@ export function trace(x, y, z, red, green, blue, alpha) Tessellator.pos(Player.getRenderX(), Player.getRenderY()+1.6203, Player.getRenderZ()).tex(0, 0) Tessellator.pos(x, y, z).tex(0, 0) Tessellator.draw() + GlStateManager.func_179089_o() // enableCull + GlStateManager.func_179084_k() // disableBlend + GlStateManager.func_179132_a(true) // depthMask + GlStateManager.func_179098_w() // enableTexture2D +} + + +export function drawEspBox (x, y, z, red, green, blue, alpha, phase = true) // thanks to renderlib, don't need the whole module so I'm not adding it. +{ + Tessellator.pushMatrix() + GL11.glLineWidth(2.0) + GlStateManager.func_179129_p() // disableCullFace + GlStateManager.func_179147_l() // enableBlend + GlStateManager.func_179112_b(770, 771) // blendFunc + GlStateManager.func_179132_a(false) // depthMask + GlStateManager.func_179090_x() // disableTexture2D + + if(phase) + GlStateManager.func_179097_i() // disableDepth + const locations = [ + // x, y, z x, y, z + [ + [0, 0, 0], + [1, 0, 0], + ], + [ + [0, 0, 0], + [0, 0, 1], + ], + [ + [1, 0, 1], + [1, 0, 0], + ], + [ + [1, 0, 1], + [0, 0, 1], + ], + + [ + [0, 1, 0], + [1, 1, 0], + ], + [ + [0, 1, 0], + [0, 1, 1], + ], + [ + [1, 1, 1], + [1, 1, 0], + ], + [ + [1, 1, 1], + [0, 1, 1], + ], + + [ + [0, 0, 0], + [0, 1, 0], + ], + [ + [1, 0, 0], + [1, 1, 0], + ], + [ + [0, 0, 1], + [0, 1, 1], + ], + [ + [1, 0, 1], + [1, 1, 1], + ], + ] + + locations.forEach((loc) => { + Tessellator.begin(3).colorize(red, green, blue, alpha); + Tessellator.pos(x + loc[0][0] - 1 / 2, y + loc[0][1], z + loc[0][2] - 1 / 2).tex(0, 0) + Tessellator.pos(x + loc[1][0] - 1 / 2, y + loc[1][1], z + loc[1][2] - 1 / 2).tex(0, 0) + Tessellator.draw() + }) + + GlStateManager.func_179089_o() // enableCull + GlStateManager.func_179084_k() // disableBlend + GlStateManager.func_179132_a(true) // depthMask GlStateManager.func_179098_w() // enableTexture2D + + if(phase) + GlStateManager.func_179126_j() // enableDepth + + Tessellator.popMatrix() }
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