Build Loader / build (push) Canceled after 0s
- ESP: add Chams mode rendering the full entity model through walls (BufferUploaderPatch drops the depth test at the draw funnel, so all layers - sheep fur, armor, held items - stay identical to the real entity) - AntiArrow (XLZen): predict arrow trajectories and avoid them via position spoof on outgoing move packets or real dodge impulses - NoFireOverlay (XLZen): remove the first-person burning screen effect - LogCollector + .log command: capture all log4j output, server chat, damage/disconnect events and session info; export as zip together with latest.log, native injection logs and recent crash reports - Watermark: target health panel for the player currently in combat - New XLZen module category wired into both click GUIs
23 行
1003 B
Java
23 行
1003 B
Java
package shit.zen.patch;
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import asm.patchify.annotation.Inject;
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import asm.patchify.annotation.Patch;
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import com.mojang.blaze3d.vertex.PoseStack;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.ScreenEffectRenderer;
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import shit.zen.modules.impl.render.NoFireOverlay;
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@Patch(ScreenEffectRenderer.class)
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public class ScreenEffectRendererPatch {
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// renderFire draws the first-person burning flames over the screen
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// (the animated block fire texture). Cancelling it only removes that
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// overlay - the underwater / powder-snow passes in the same renderer
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// and the actual fire status are untouched.
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@Inject(method = "renderFire", desc = "(Lnet/minecraft/client/Minecraft;Lcom/mojang/blaze3d/vertex/PoseStack;)V")
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public static void onRenderFire(Minecraft minecraft, PoseStack poseStack, CallbackInfo callbackInfo) {
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if (NoFireOverlay.INSTANCE != null && NoFireOverlay.INSTANCE.isEnabled()) {
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callbackInfo.cancel();
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}
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}
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}
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