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Feb 19th, 2020
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  1. Iterator var3 = this.mc.theWorld.playerEntities.iterator();
  2.  
  3. while(var3.hasNext()) {
  4. EntityPlayer player = (EntityPlayer)var3.next();
  5. if(this.mc.thePlayer != player) {
  6. double posX = player.posX;
  7. double posY = player.posY;
  8. double posZ = player.posZ;
  9. this.drawLine(player);
  10. }
  11. }
  12.  
  13. }
  14. }
  15. private void drawLine(EntityPlayer player) {
  16. double x = player.lastTickPosX + (player.posX - player.lastTickPosX) * (double)this.mc.timer.renderPartialTicks - this.mc.getRenderManager().renderPosX;
  17. double y = player.lastTickPosY + (player.posY - player.lastTickPosY) * (double)this.mc.timer.renderPartialTicks - this.mc.getRenderManager().renderPosY;
  18. double z = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * (double)this.mc.timer.renderPartialTicks - this.mc.getRenderManager().renderPosZ;
  19. GL11.glPushMatrix();
  20. GL11.glEnable(3042);
  21. GL11.glEnable(2848);
  22. GL11.glDisable(2929);
  23. GL11.glDisable(3553);
  24. GL11.glBlendFunc(770, 771);
  25. GL11.glLineWidth(0.85F);
  26. RenderUtil.setColor(FlatColors.YELLOW.c);
  27. GL11.glLoadIdentity();
  28. boolean bobbing = this.mc.gameSettings.viewBobbing;
  29. this.mc.gameSettings.viewBobbing = false;
  30. this.mc.entityRenderer.orientCamera(this.mc.timer.renderPartialTicks);
  31. GL11.glBegin(3);
  32. GL11.glEnd();
  33. GL11.glVertex3d(0.0D, (double)this.mc.thePlayer.getEyeHeight(), 0.0D);
  34. GL11.glVertex3d(x, y, z);
  35. GL11.glVertex3d(x, y + (double)player.getEyeHeight(), z);
  36. this.mc.gameSettings.viewBobbing = bobbing;
  37. GL11.glEnable(3553);
  38. GL11.glEnable(2929);
  39. GL11.glDisable(2848);
  40. GL11.glDisable(3042);
  41. GL11.glPopMatrix();
  42. }
  43. }
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