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Closed Verbuggte Verzauberungen

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MasterOf13FPS

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Wenn ich Ingame drawRects oder drawTexturedModalRects (oder so) mache,
buggen die verzauberungen komisch rum. z.B. Wenn ich ein verzaubertes Schwert hatte: Da ist kein schwert, sondern nur der umriss als Verzauberungsschimmer. Oder, das gesamte HotbarKästchen ist voll mit verzauberungsglimmer. Also, ich meine enchanted_item_glint.png. Das habe ich anders gelöst, und es in eine andere Methode reingeschrieben, aber jetzt werden herzen, essen & rüstung leicht transparent?
Ich habe ne Hud-Class, und in der GuiIngame in der zeile 541 (mcp 918, mc 1.8)
wird abgefragt, ob das module hud enabled ist. Das habe ich so umgesetzt:

[HIDE]
Code:
    protected void func_180479_a(ScaledResolution p_180479_1_, float p_180479_2_)
    {
        if (this.mc.func_175606_aa() instanceof EntityPlayer)
        {
           if(!<MeinClientName>.instance.moduleManager.getModuleByName("HUD").isEnabled()){
               GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
               this.mc.getTextureManager().bindTexture(widgetsTexPath);
               EntityPlayer var3 = (EntityPlayer)this.mc.func_175606_aa();
               int var4 = p_180479_1_.getScaledWidth() / 2;
               float var5 = this.zLevel;
               this.zLevel = -90.0F;

               this.drawTexturedModalRect(var4 - 91, p_180479_1_.getScaledHeight() - 22, 0, 0, 182, 22);
               this.drawTexturedModalRect(var4 - 91 - 1 + var3.inventory.currentItem * 20, p_180479_1_.getScaledHeight() - 22 - 1, 0, 22, 24, 22);

    
    
               this.zLevel = var5;
               GlStateManager.enableRescaleNormal();
               GlStateManager.enableBlend();
               GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
               RenderHelper.enableGUIStandardItemLighting();

               for (int var6 = 0; var6 < 9; ++var6)
               {
                   int var7 = p_180479_1_.getScaledWidth() / 2 - 90 + var6 * 20 + 2;
                   int var8 = p_180479_1_.getScaledHeight() - 16 - 3;
                   this.func_175184_a(var6, var7, var8, p_180479_2_, var3);
               }

               RenderHelper.disableStandardItemLighting();
               GlStateManager.disableRescaleNormal();
               GlStateManager.disableBlend();
 
    
           }else if(<MeinClientName>.instance.moduleManager.getModuleByName("HUD").isEnabled()) {
               ScaledResolution sr = new ScaledResolution(mc, mc.displayWidth, mc.displayHeight);
    

                GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
                this.mc.getTextureManager().bindTexture(widgetsTexPath);
                EntityPlayer var3 = (EntityPlayer)this.mc.func_175606_aa();
                int var4 = p_180479_1_.getScaledWidth() / 2;
                float var5 = this.zLevel;
                this.zLevel = -90.0F;
                this.zLevel = var5;
                GlStateManager.enableRescaleNormal();
                GlStateManager.enableBlend();
                GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
                RenderHelper.enableGUIStandardItemLighting();

                for (int var6 = 0; var6 < 9; ++var6)
                {
                    int var7 = p_180479_1_.getScaledWidth() / 2 - 90 + var6 * 20 + 2;
                    int var8 = p_180479_1_.getScaledHeight() - 16 - 3;
                    this.func_175184_a(var6, var7, var8, p_180479_2_, var3);
                }

                RenderHelper.disableStandardItemLighting();
                GlStateManager.disableRescaleNormal();
                GlStateManager.disableBlend();
 
        
               int i = 8;
        
               if(<MeinClientName>.instance.setmgr.getSettingByName("BHotbar").getValBoolean()) {
                   me.<MeinClientName>.utils.RenderHelper.drawRect(229, sr.getScaledHeight() - 23, sr.getScaledWidth() - 229, sr.getScaledHeight(), Integer.MIN_VALUE);
    
                   if(mc.thePlayer.inventory.currentItem == 0) {
                       me.<MeinClientName>.utils.RenderHelper.drawRect((sr.getScaledWidth() /2) - 91 + mc.thePlayer.inventory.currentItem * 20, sr.getScaledHeight() - 23, (sr.getScaledWidth() / 2) + 91 - 20 * i, sr.getScaledHeight(), Integer.MAX_VALUE);
                   }else{
                       me.<MeinClientName>.utils.RenderHelper.drawRect((sr.getScaledWidth() /2) - 91 + mc.thePlayer.inventory.currentItem * 20, sr.getScaledHeight() - 23, (sr.getScaledWidth() / 2) + 91 - 20 * (8 - mc.thePlayer.inventory.currentItem), sr.getScaledHeight(), Integer.MAX_VALUE);
                   }
               }else{
                    GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
                    this.mc.getTextureManager().bindTexture(widgetsTexPath);
                    this.zLevel = -90.0F;

                   this.drawTexturedModalRect(var4 - 91, p_180479_1_.getScaledHeight() - 22, 0, 0, 182, 22);
                   this.drawTexturedModalRect(var4 - 91 - 1 + var3.inventory.currentItem * 20, p_180479_1_.getScaledHeight() - 22 - 1, 0, 22, 24, 22);

            
            
                    this.zLevel = var5;
                    GlStateManager.enableRescaleNormal();
                    GlStateManager.enableBlend();
                    GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
                    RenderHelper.enableGUIStandardItemLighting();
[/HIDE]

[HIDE]
Code:
  public static void drawRect(float g, float h, float i, float j, int col1)
  {
    float f = (col1 >> 24 & 0xFF) / 255.0F;
    float f1 = (col1 >> 16 & 0xFF) / 255.0F;
    float f2 = (col1 >> 8 & 0xFF) / 255.0F;
    float f3 = (col1 & 0xFF) / 255.0F;
 
    GL11.glEnable(3042);
    GL11.glDisable(3553);
    GL11.glBlendFunc(770, 771);
    GL11.glEnable(2848);
 
    GL11.glPushMatrix();
    GL11.glColor4f(f1, f2, f3, f);
    GL11.glBegin(7);
    GL11.glVertex2d(i, h);
    GL11.glVertex2d(g, h);
    GL11.glVertex2d(g, j);
    GL11.glVertex2d(i, j);
    GL11.glEnd();
    GL11.glPopMatrix();
 
    GL11.glEnable(3553);
    GL11.glDisable(3042);
    GL11.glDisable(2848);
  }
[/HIDE]

Hat irgendwer eine Ahnung, was los ist? Die ClientBase hab ich zum Teil selbst gemacht, teils von Trace (thx boy),
und bei eig. allem, was ich rendern lasse, buggt iwas. z.B. farbige eigene Schriften. Ich mach die Schrift blau - und TADA! sind die herzen blau. :eek:


[HIDE]

[/HIDE]
 
Last edited by a moderator:
Ouch. An alle leute die genauso wie ich authismus hatten : man muss Gui.drawrect benutzen.
:thinking:













authismus = sarkasmus. o_O
 
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