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kone 94b14a7a73 added grid view (recompile EPK)
Tested with all gui scales and resizing window
Large and Auto do not work for grid view because the rect is too big for it to render in large and auto
2023-04-12 12:08:51 -04:00
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.vscode many fixes 2023-03-28 00:05:22 +00:00
desktopRuntime added grid view (recompile EPK) 2023-04-12 12:08:51 -04:00
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javascript added grid view (recompile EPK) 2023-04-12 12:08:51 -04:00
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build.gradle jamal 2023-04-10 17:58:19 +00:00
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MakeOfflineDownload.sh emergency: hitboxes crashes on disabling. Fixed this. 2023-01-13 00:14:53 +00:00
offline.sh Idktbh 2023-02-20 16:00:37 +00:00
OfflineDownloadTemplate.txt me watching a video about cults and realizing whats wrong with my code 2023-01-13 06:04:15 +00:00
pack.mcmeta Add a cps utils class. 2023-01-18 03:57:27 +00:00
pp.bat port pp.sh to windows!! 2023-03-16 19:48:11 -04:00
pp.sh me when 2023-03-04 19:17:46 +00:00
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README.md compile 2023-02-02 22:56:46 +00:00
settings.gradle decompile eaglercraft 2022-12-27 18:59:46 +00:00
soffline.sh anti water lag 2023-03-05 04:36:18 +00:00
Start.java fps 2023-04-08 20:17:25 +00:00

Resent-1.8

if you're reading this, that means one of the following:

  • i open-sourced resent. this is most likely

  • another dev was added to the project.

  • you hacked into my account from my weak ass password and somehow bypassed github email verification.

     

either way, here's some documentation on this project. please note that I wrote all of this in a text editor so i probably made a few mistakes in the code.

Module system

   

Standard, non-render modules. (ex: fullbright, norain, tooltips)

create a new class structured like the following:

  @Module(name = "Example", category = Category.MISC) //theres another optional value, hasSetting, set to false by default.
  public class ExampleModule extends Mod {
    
    @Override //Overrides method in Mod class.
    public void onEnable(){
      //what happens when the module is enabled
    }
    
    @Override
    public void onDisable(){
      //what happens when the module is disabled
    }
  }

   

create a new class structured like this:

@RenderModule(name = "ExampleRender", category = Category.MISC, x = 4, y = 4)
public class ExampleRenderModule extends RenderModule {
  
  //this method is called in GuiIngame to draw stuff to the screen.
  public void draw(){
    mc.fontRendererObj.drawString("Test", this.getX(), this.getY(), -1 /* -1 is the color of the text. */);
  }
  
  //you can still use onEnable and onDisable methods.
}

 

Settings

not too difficult to figure out on your own, here's an example:

public class ExampleRenderModule extends RenderModule {
  public ExampleRenderModule(){
    addSetting(example);
  }
  
  public static BooleanSetting example = new BooleanSetting("Example", "" /* description */, true /* default value */);
  
  public void draw(){
    if(example.getValue())
    mc.fontRendererObj.drawString("Test", this.getX(), this.getY(), -1 /* -1 is the color of the text. */);
  }
  
}

^ this example was done with a booleansetting, its similar to a modesetting, too lazy to write a documentation for that cope.