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()) Tessellator.pos(Player.getRenderX(), Player.getRenderY()+1.54, Player.getRenderZ()).tex(0, 0) else 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() }