- Joined
- Jul 11, 2020
- Messages
- 0
- Reaction score
- 25
- Points
- 0
nimm das esp und zeichne es auf das gehittete entityCan make killaura esp?
"Oh hey, its that skid again lol
the skids on this site always say my code is cancer, so I decided to give them actual cancerous codewhat the actual fuck is that formating xDDD
Sorry i'm too busy fixing bugs at the moment, once I've got some free time I'll make "killaura esp"Can make killaura esp?
Why would i want to skid your code if I dont even play this childish game anymore"
Members Who Liked Message #1
Doritoboyxxxx
New Member, 20
Messages:
148
Likes Received:
17
Trophy Points:
18
Today at 3:03 AM
"
so you wanna come clean and admit you're the skid here?
I can see everyone that's liked the post. So don't try denying it, you're a skid!!!
You really wanna tell me that this code is 100% made by you lmao?the skids on this site always say my code is cancer, so I decided to give them actual cancerous code
1 you obviously have skidded it, why else would you like the releaseWhy would i want to skid your code if I dont even play this childish game anymore
Yes it isYou really wanna tell me that this code is 100% made by you lmao?
Alright then.... Explain me why you disabled Z-Buffer?Who doesn't know how to use GL11?
View attachment 268Yes it is
I totally agree.View attachment 268
View attachment 269
Stop talking like you're no skid, this code is obviously skidded.... Why do you call a RenderManager instanz infront of each new var? And if OpenGL is that easy why dont you use normal GL Caps ohhhh wait decompiler output .....
View attachment 268
View attachment 269
Stop talking like you're no skid, this code is obviously skidded.... Why do you call a RenderManager instanz infront of each new var? And if OpenGL is that easy why dont you use normal GL Caps ohhhh wait decompiler output .....
I totally agree.
Let's take a more deeper look:
View attachment 270
Sometimes you're using Events in your skid Posts and sometimes not?
View attachment 271
Very stupid.
You have to do this in every module class.
View attachment 272
Oh youre using annotations? But why not for youre onRender method?
Unnecessary brackets.
View attachment 273
Explain me the Advantage of this?
Why are you not using Minecraft.getMinecraft().thePlayer?
View attachment 275
Uhm… Totally unnecessary?
View attachment 276
Like @Redma said… No one would ever Code in OpenGL like this.
I don't even know someone who knows all codes for These OpenGL constants.
glEnable and glDisable activates / deactivates specific OpenGL 'properties'.i agree, there is no way in hell this is your code you self-made.
The things you post back this up as well
and i don't know much at all with OpenGL, but i think that your not supposed to have glDisable and glEnable a gazillion times in this (i could be wrong, can someone who actual knows OpenGL correct me if i'm wrong/back me up?)
thanksglEnable and glDisable activates / deactivates specific OpenGL 'properties'.
All these numbers you see as arguments define these properties.
View attachment 277
I'm not like you, I f*ck around with shit I don't just read from books I figure out what stuff do without using google or books (you just rely on google and books I don't)View attachment 268
View attachment 269
Stop talking like you're no skid, this code is obviously skidded.... Why do you call a RenderManager instanz infront of each new var? And if OpenGL is that easy why dont you use normal GL Caps ohhhh wait decompiler output .....
I totally agree.
Let's take a more deeper look:
View attachment 270
Sometimes you're using Events in your skid Posts and sometimes not?
View attachment 271
Very stupid.
You have to do this in every module class.
View attachment 272
Oh youre using annotations? But why not for your onRender method?
Unnecessary brackets.
View attachment 273
Explain me the Advantage of this?
Why are you not using Minecraft.getMinecraft().thePlayer?
View attachment 275
Uhm… Totally unnecessary?
View attachment 276
Like @Redma said… No one would ever Code in OpenGL like this.
I don't even know someone who knows all codes for These OpenGL constants.