PointerESP



  • TIM图片20200727033218.jpg TIM图片20200727033227.png TIM图片20200727033235.png
    No thanks
    I'm too lz Only make js V2 script
    Code:

    var script = registerScript({
        name: "PointerESP",
        version: "1.X",
        authors: ["AquaVit"]
    });
    
    var EntityPlayer = Java.type('net.minecraft.entity.player.EntityPlayer')
    var EntityMob = Java.type('net.minecraft.entity.monster.EntityMob')
    var EntityAnimal = Java.type('net.minecraft.entity.passive.EntityAnimal')
    var EntitySquid = Java.type('net.minecraft.entity.passive.EntitySquid')
    var EntitySlime = Java.type('net.minecraft.entity.monster.EntitySlime')
    var GlStateManager = Java.type("net.minecraft.client.renderer.GlStateManager")
    var ScaledResolution = Java.type("net.minecraft.client.gui.ScaledResolution")
    var GL11 = Java.type("org.lwjgl.opengl.GL11")
    var MathHelper = Java.type("net.minecraft.util.MathHelper")
    var Color = Java.type('java.awt.Color')
    
    Math.toRadians = function (degrees) {
        return degrees * Math.PI / 180;
    };
    
    function glColor(shit) {
        var alpha = (shit >> 24 & 0xFF) / 255;
        var red = (shit >> 16 & 0xFF) / 255;
        var green = (shit >> 8 & 0xFF) / 255;
        var blue = (shit & 0xFF) / 255;
        GlStateManager.color(red, green, blue, alpha);
    }
    
    function enableGL2D() {
        GL11.glDisable(2929);
        GL11.glEnable(3042);
        GL11.glDisable(3553);
        GL11.glBlendFunc(770, 771);
        GL11.glDepthMask(true);
        GL11.glEnable(2848);
        GL11.glHint(3154, 4354);
        GL11.glHint(3155, 4354);
    }
    
    function disableGL2D() {
        GL11.glEnable(3553);
        GL11.glDisable(3042);
        GL11.glEnable(2929);
        GL11.glDisable(2848);
        GL11.glHint(3154, 4352);
        GL11.glHint(3155, 4352);
    }
    
    function drawESPCircle(cx, cy, r, n, color) {
        GL11.glPushMatrix();
        cx *= 2.0;
        cy *= 2.0;
        var b = 6.2831852 / n;
        var p = Math.cos(b);
        var s = Math.sin(b);
        var x = r *= 2.0;
        var y = 0.0;
        enableGL2D();
        GL11.glScalef(0.5, 0.5, 0.5);
        GlStateManager.color(0,0,0);
        GlStateManager.resetColor();
        glColor(color);
        GL11.glBegin(2);
        var ii = 0;
        while (ii < n) {
            GL11.glVertex2f(x + cx, y + cy);
            var t = x;
            x = p * x - s * y;
            y = s * t + p * y;
            ii++;
        }
        GL11.glEnd();
        GL11.glScalef(2.0, 2.0, 2.0);
        disableGL2D();
        GlStateManager.color(1, 1, 1, 1);
        GL11.glPopMatrix();
    }
    
    script.registerModule({
        name: "PointerESP",
        description: ":/",
        category: "Render",
        tag: ">3",
        settings: {
    		mode: Setting.list({
                name: "Mode",
                values: ["Solid", "Line"],
                default: "Line"
            }),
            player: Setting.boolean({
                name: "Players",
                default: true
            }),
    		mob: Setting.boolean({
                name: "Mobs",
                default: false
            }),
    		invis: Setting.boolean({
                name: "Invisibles",
                default: false
            }),
    		animals: Setting.boolean({
                name: "Animals",
                default: false
            }),
            r: Setting.integer({
                name: "Red",
                default: 5,
                min: 0,
                max: 255
            }),
    		g: Setting.integer({
                name: "Green",
                default: 5,
                min: 0,
                max: 255
            }),
    		b: Setting.integer({
                name: "Blue",
                default: 5,
                min: 0,
                max: 255
            }),
    		al: Setting.integer({
                name: "Alpha",
                default: 5,
                min: 0,
                max: 255
            })
        }
    }, function (module) {
        module.on("render2D", function (event) {
    		var a = new ScaledResolution(mc);
    		GlStateManager.pushMatrix();
    		var size = 50;
            var xOffset = a.getScaledWidth() / 2 - 24.5;
            var yOffset = a.getScaledHeight() / 2 - 25.2;
            var playerOffsetX = mc.thePlayer.posX;
            var playerOffSetZ = mc.thePlayer.posZ;
            for (var i in mc.theWorld.loadedEntityList){
    			var entity = mc.theWorld.loadedEntityList[i]
    			if (module.settings.mob.get() && (entity instanceof EntityMob || entity instanceof EntitySlime) && (module.settings.invis.get() || !entity.isInvisible())){
    				var loaddist = 0.2;
                    var pTicks = mc.timer.renderPartialTicks;
                    var pos1 = (((entity.posX + (entity.posX - entity.lastTickPosX) * pTicks) - playerOffsetX) * loaddist);
                    var pos2 = (((entity.posZ + (entity.posZ - entity.lastTickPosZ) * pTicks) - playerOffSetZ) * loaddist);
    				var cos = Math.cos(mc.thePlayer.rotationYaw * (Math.PI * 2 / 360));
                    var sin = Math.sin(mc.thePlayer.rotationYaw * (Math.PI * 2 / 360));
                    var rotY = -(pos2 * cos - pos1 * sin);
                    var rotX = -(pos1 * cos + pos2 * sin);
                    var var7 = 0 - rotX;
                    var var9 = 0 - rotY;
    				if (MathHelper.sqrt_double(var7 * var7 + var9 * var9) < size / 2 - 4) {
                        var angle = (Math.atan2(rotY - 0, rotX - 0) * 180 / Math.PI);
                        var x = ((size / 2) * Math.cos(Math.toRadians(angle))) + xOffset + size / 2;
                        var y = ((size / 2) * Math.sin(Math.toRadians(angle))) + yOffset + size / 2;
                        GlStateManager.pushMatrix();
                        GlStateManager.translate(x, y, 0);
                        GlStateManager.rotate(angle, 0, 0, 1);
                        GlStateManager.scale(1.5, 1.0, 1.0);
    					if (module.settings.mode.get() == "Solid"){
    					    drawESPCircle(0, 0, 2.2, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB());
                            drawESPCircle(0, 0, 1.5, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB());
                            drawESPCircle(0, 0, 1.0, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB());
                            drawESPCircle(0, 0, 0.5, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB());
    					} else {
    						drawESPCircle(0, 0, 2.2, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB());
    					}
                        GlStateManager.popMatrix();
                    }
    			}
    			
    			if (module.settings.animals.get() && (entity instanceof EntityAnimal || entity instanceof EntitySquid) && (module.settings.invis.get() || !entity.isInvisible())){
    				var loaddist = 0.2;
                    var pTicks = mc.timer.renderPartialTicks;
                    var pos1 = (((entity.posX + (entity.posX - entity.lastTickPosX) * pTicks) - playerOffsetX) * loaddist);
                    var pos2 = (((entity.posZ + (entity.posZ - entity.lastTickPosZ) * pTicks) - playerOffSetZ) * loaddist);
    				var cos = Math.cos(mc.thePlayer.rotationYaw * (Math.PI * 2 / 360));
                    var sin = Math.sin(mc.thePlayer.rotationYaw * (Math.PI * 2 / 360));
                    var rotY = -(pos2 * cos - pos1 * sin);
                    var rotX = -(pos1 * cos + pos2 * sin);
                    var var7 = 0 - rotX;
                    var var9 = 0 - rotY;
    				if (MathHelper.sqrt_double(var7 * var7 + var9 * var9) < size / 2 - 4) {
                        var angle = (Math.atan2(rotY - 0, rotX - 0) * 180 / Math.PI);
                        var x = ((size / 2) * Math.cos(Math.toRadians(angle))) + xOffset + size / 2;
                        var y = ((size / 2) * Math.sin(Math.toRadians(angle))) + yOffset + size / 2;
                        GlStateManager.pushMatrix();
                        GlStateManager.translate(x, y, 0);
                        GlStateManager.rotate(angle, 0, 0, 1);
                        GlStateManager.scale(1.5, 1.0, 1.0);
    					if (module.settings.mode.get() == "Solid"){
    					    drawESPCircle(0, 0, 2.2, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB());
                            drawESPCircle(0, 0, 1.5, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB());
                            drawESPCircle(0, 0, 1.0, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB());
                            drawESPCircle(0, 0, 0.5, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB());
    					} else {
    						drawESPCircle(0, 0, 2.2, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB());
    					}
                        GlStateManager.popMatrix();
                    }
    			}
    			
    			if (module.settings.player.get() && (entity instanceof EntityPlayer && entity != mc.thePlayer) && (module.settings.invis.get() || !entity.isInvisible())){
    				var loaddist = 0.2;
                    var pTicks = mc.timer.renderPartialTicks;
                    var pos1 = (((entity.posX + (entity.posX - entity.lastTickPosX) * pTicks) - playerOffsetX) * loaddist);
                    var pos2 = (((entity.posZ + (entity.posZ - entity.lastTickPosZ) * pTicks) - playerOffSetZ) * loaddist);
    				var cos = Math.cos(mc.thePlayer.rotationYaw * (Math.PI * 2 / 360));
                    var sin = Math.sin(mc.thePlayer.rotationYaw * (Math.PI * 2 / 360));
                    var rotY = -(pos2 * cos - pos1 * sin);
                    var rotX = -(pos1 * cos + pos2 * sin);
                    var var7 = 0 - rotX;
                    var var9 = 0 - rotY;
    				if (MathHelper.sqrt_double(var7 * var7 + var9 * var9) < size / 2 - 4) {
                        var angle = (Math.atan2(rotY - 0, rotX - 0) * 180 / Math.PI);
                        var x = ((size / 2) * Math.cos(Math.toRadians(angle))) + xOffset + size / 2;
                        var y = ((size / 2) * Math.sin(Math.toRadians(angle))) + yOffset + size / 2;
                        GlStateManager.pushMatrix();
                        GlStateManager.translate(x, y, 0);
                        GlStateManager.rotate(angle, 0, 0, 1);
                        GlStateManager.scale(1.5, 1.0, 1.0);
                        if (module.settings.mode.get() == "Solid"){
    					    drawESPCircle(0, 0, 2.2, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB());
                            drawESPCircle(0, 0, 1.5, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB());
                            drawESPCircle(0, 0, 1.0, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB());
                            drawESPCircle(0, 0, 0.5, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB());
    					} else {
    						drawESPCircle(0, 0, 2.2, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB());
    					}                    
    					GlStateManager.popMatrix();
                    }
    			}
    		}
    		GlStateManager.popMatrix();
        });
    });
    

    Link:
    PointerESP.js
    Discord:Minger#5223
    QQ:2924270322
    Email:[email protected]
    Github:github.com/aquavitsama



  • @AquaVit Very Ez:(
    now i can make ayycraft tysm



  • @AquaVit said in PointerESP:

    Minger#5223

    cool 🙂


  • Banned

    make a trap gay banner plz



  • very cool


  • Moderator

    Suggestion:
    Move the arrows under or over the player when the player is visable.
    firefox_2020-07-27_04-41-39.png
    (screen from untrusted)


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