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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()
}
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