.vscode | ||
desktopRuntime | ||
gradle/wrapper | ||
javascript | ||
src | ||
.gitignore | ||
build.gradle | ||
CompileEPK.bat | ||
CompileEPK.sh | ||
gradlew | ||
gradlew.bat | ||
MakeOfflineDownload.bat | ||
MakeOfflineDownload.sh | ||
offline.sh | ||
OfflineDownloadTemplate.txt | ||
README.md | ||
settings.gradle |
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:
public class ExampleModule extends Mod {
public ExampleModule(){
super("Example", Category.MISC); //use super("Example", Category,MISC, true); to add a gear icon
}
@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
}
}
Render-related modules that requires drawing to the screen. (ex: keystrokes, info, fps, potionhud)
create a new class structured like this:
public class ExampleRenderModule extends RenderModule {
public ExampleRenderModule(){
super("ExampleRender", Category.MISC, 4 /*starting X position of the module*/, 4 /*starting Y position of the module*/); //again, add a ",true" to the end if you want a gear icon.
}
//this method is called in GuiIngame to draw objects 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(){
super("ExampleRender", Category.MISC, 4, 4, true);
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.
Events
create a new class like so:
public class EventUpdate extends Event {
public boolean cancelled = false;
@Override
public boolean isCancelled(){
return this.cancelled;
}
@Override
public void setCancelled(boolean cancelled){
this.cancelled = canceled;
}
to hook the event, put this in:
EventUpdate e = new EventUpdate();
Resent.onEvent(e);