-
Posts
669 -
Joined
-
Last visited
-
Days Won
3 -
Feedback
100%
Everything posted by PolishCivil
-
You wont belive, i wrote about my fighter here.... Jeeez i need a rest.
-
FFS not this thread
-
Good old golden gates 10/10.
-
WHAT YOU SAY?! THIS IS BEST GRAPHIC DESIGN! DAMN YOU !
-
Purr purr, i've seen this thread many times. GraphicUtilities.MAIN_SCREEN_CLIP.contains(Calculations.getBoundingBox(this, npc.getModel(), npc.getGridX(), npc.getGridY()).getBounds()) /** * Gets bounding box of model. * * @param methodProvider - the ATMethodProvider instance. * @param model - the model. * @param gridX - the map grid 'x' position. * @param gridY - the map grid 'y' position. * @return the bounding box of model. */ public static Polygon getBoundingBox(ATMethodProvider methodProvider, Model model, int gridX, int gridY) { if (model == null) { return new Polygon(); } short[][] screenCoordinates = GraphicUtilities.getScreenCoordinates(methodProvider.bot, gridX, gridY, methodProvider.client.accessor.getPlane(), model); Polygon temp = new Polygon(); int minX = Integer.MAX_VALUE; int minY = Integer.MAX_VALUE; int maxX = 0; int maxY = 0; for (int triangleId = 0; triangleId < model.getTriangleCount(); triangleId++) { int triangleA = model.getVertexXIndices()[triangleId]; int triangleB = model.getVertexYIndices()[triangleId]; int triangleC = model.getVertexZIndices()[triangleId]; short[] pointA = screenCoordinates[triangleA]; short[] pointB = screenCoordinates[triangleB]; short[] pointC = screenCoordinates[triangleC]; if (pointA != null && pointB != null && pointC != null) { int aX = pointA[0]; int aY = pointA[1]; int bX = pointB[0]; int bY = pointB[1]; int cX = pointB[0]; int cY = pointB[1]; if (aX < minX) { minX = aX; } if (bX < minX) { minX = bX; } if (cX < minX) { minX = cX; } if (aY < minY) { minY = aY; } if (bY < minY) { minY = bY; } if (cY < minY) { minY = cY; } //maxes if (aX > maxX) { maxX = aX; } if (bX > maxX) { maxX = bX; } if (cX > maxX) { maxX = cX; } if (aY > maxY) { maxY = aY; } if (bY > maxY) { maxY = bY; } if (cY > maxY) { maxY = cY; } } } temp.addPoint(minX, minY); temp.addPoint(minX + (maxX - minX), minY); temp.addPoint(maxX, maxY); temp.addPoint(minX, maxY); return temp; }
-
Yup, they added delay to confirm interface. Told ya that idk if they pathed it :P
-
Game ticks have nothing to do with this ;o
-
I remember back day, when i found this issue you were able too cook items instantly. Why you cant do it now (actually lol idk, maybe you can) because they added delay between cooks. They will probably do the same with bolts. Wow, i need to check if they fixed cooking on oldschool XDDD you can get like 3m/h with this method
-
********a please i had this years ago ClassLoader loader = client.accessor.getClass().getClassLoader(); try { Class clientClazz = Class.forName("client", false, loader); Class selectedItemClazz = Class.forName("u", false, loader);//e//cb Field selectedItemCheck = clientClazz.getDeclaredField("ij");//ig//iu selectedItemCheck.setAccessible(true); int x = (int) selectedItemCheck.get(null); if (x == 0) { selectedItemCheck.set(null, 1012730547); } } catch (Exception e) { e.printStackTrace(); } Not in this situation. Selected item is not server side, its only client side. Its just like if(userClickedItem) if(selcted) sendUseItemPacket(previouslySelected,clickedItem); I have better solution ! Lets send raw packets !! 5m exp/h !!!!!!!! Jagex will never find out!!!
-
6/10
-
AWESOME! Dat stars tho!
-
Java wizard Colors: red/white
-
8/10
-
Obviously Something Being Obscure Today
-
OSBot one, obfuscated, not helping at all ;(
-
They will be removed shortly, cuz you remove reference of your object each time you invoke method. While developing java you shouldn't take care of such things because u have jvm developed a way that will help you free unused references. Actualy in some (if not most) cases java memory allocation is even faster than c++ because java jvm doesn't have sheduled deallocation, it frees when it wants, when it needs to. In short answer: His methodInvoke -> create objects on stack -> no more use -> end of their life -> free. Yours LocalVar -> create object on heap -> use use use -> end of use on end of program -> free Difference? None for scripter/overall programmer/ Ofc we are talking about damn few data bytes lol. Don't you guys have more serious problems ;o Btw this skeleton, try to write api, this is kinda not herpfull ;P When i mean api, add some utilities show uses of methods etc, skeleton isn't much different than v1
-
About 2 and 3 point. Actually java JVM is very optimized for huge amount of short lived objects, for such small ones this is psh, no matter. You can make tests if you dont belive. Thing changes if you code in c++/c
-
And unban me from chatbox! ;3 //inb4 don't spam polish
-
v2? Sth like @Override public void onExit() throws InterruptedException { System.out.println("Exit"); try { takeScreenshoot(); } catch (IOException e) { e.printStackTrace(); } super.onExit(); } private void takeScreenshoot() throws IOException { BufferedImage screenshoot = new BufferedImage(this.bot.getCanvas().getWidth(), this.getBot().getCanvas().getHeight(), BufferedImage.TYPE_INT_ARGB); Graphics2D graphics2D = screenshoot.createGraphics(); final BufferedImage gameBuffer = this.bot.getCanvas().gameBuffer; graphics2D.drawImage(gameBuffer, 0, 0, null); this.onPaint(graphics2D); ImageIO.write(screenshoot, "png", new File("screenshot" + new Date(System.currentTimeMillis()).toString().replace(':', '-') + ".png")); }
-
Cuz i love ellipses.
-
ok. You made my day.