Prjectiles Hack Help

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Prjectiles Hack Help
It makes the screen look like the image below if an item you can throw is in your hand.


Any help would be nice.

This is the code.
package noahs200010.Dest1ny.Render;

import net.minecraft.block.material.Material;
import net.minecraft.client.Minecraft;
import net.minecraft.client.entity.EntityClientPlayerMP;
import net.minecraft.client.multiplayer.WorldClient;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.item.Item;
import net.minecraft.item.ItemBow;
import net.minecraft.item.ItemEgg;
import net.minecraft.item.ItemEnderPearl;
import net.minecraft.item.ItemFishingRod;
import net.minecraft.item.ItemSnowball;
import net.minecraft.item.ItemStack;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.MathHelper;
import net.minecraft.util.MovingObjectPosition;
import net.minecraft.util.Vec3;
import noahs200010.Dest1ny.ModuleBase.EnumModuleType;
import noahs200010.Dest1ny.ModuleBase.Module;

import org.lwjgl.opengl.GL11;

public class Projectiles
extends Module
{
public double pZ = -9000.0D;
public double pY = -9000.0D;
public double pX = -9000.0D;

public Projectiles()
{
super("Projectiles", 0, EnumModuleType.RENDER);
}

public void onRender()
{
ItemStack is = mc.thePlayer.inventory.getCurrentItem();
if (is != null)
{
Item id = is.getItem();
boolean drawPrediction = true;
float var4 = 0.05F;
float var5 = 3.2F;
float var6 = 0.0F;
boolean var7 = false;
if ((id instanceof ItemBow))
{
var4 = 0.05F;
var5 = 3.2F;
}
else if ((id instanceof ItemEnderPearl))
{
var4 = 0.03F;
var5 = 1.5F;
}
else if ((id instanceof ItemSnowball))
{
var4 = 0.03F;
var5 = 1.5F;
}
else if ((id instanceof ItemFishingRod))
{
var5 = 1.5F;
}
else if ((id instanceof ItemEgg))
{
var4 = 0.03F;
var5 = 1.5F;
}
else if ((is.getItemDamage() & 0x4000) > 0)
{
var4 = 0.05F;
var5 = 0.5F;
var6 = -20.0F;
}
else
{
drawPrediction = false;
}
if (drawPrediction)
{
AxisAlignedBB var9 = AxisAlignedBB.getBoundingBox(0.0D, 0.0D, 0.0D, 0.0D, 0.0D, 0.0D);
float var10 = (float)mc.thePlayer.posX;
float var11 = (float)mc.thePlayer.posY;
float var12 = (float)mc.thePlayer.posZ;
float var13 = mc.thePlayer****tationYaw;
float var14 = mc.thePlayer****tationPitch;
float var15 = var13 / 180.0F * 3.141593F;
float var16 = MathHelper.sin(var15);
float var17 = MathHelper.cos(var15);
float var18 = var14 / 180.0F * 3.141593F;
float var19 = MathHelper.cos(var18);
float var20 = (var14 + var6) / 180.0F * 3.141593F;
float var21 = MathHelper.sin(var20);
float var22 = var10 - var17 * 0.16F;
float var23 = var11 - 0.1F;
float var24 = var12 - var16 * 0.16F;
float var25 = -var16 * var19 * 0.4F;
float var26 = -var21 * 0.4F;
float var27 = var17 * var19 * 0.4F;
float var28 = MathHelper.sqrt_double(var25 * var25 + var26 * var26 + var27 * var27);
var25 /= var28;
var26 /= var28;
var27 /= var28;
var25 *= var5;
var26 *= var5;
var27 *= var5;
float var29 = var22;
float var30 = var23;
float var31 = var24;
GL11.glPushMatrix();
GL11.glColor3f(0.27F, 0.7F, 0.92F);
enableDefaults();
beginGLLines();
int var32 = 0;
boolean var33 = true;
while (var33)
{
var32++;
var29 += var25;
var30 += var26;
var31 += var27;
Vec3 var34 = Vec3.createVectorHelper(var22, var23, var24);
Vec3 var35 = Vec3.createVectorHelper(var29, var30, var31);
MovingObjectPosition var8 = mc.theWorld.rayTraceBlocks(var34, var35);
if (var8 != null)
{
var22 = (float)var8.hitVec.xCoord;
var23 = (float)var8.hitVec.yCoord;
var24 = (float)var8.hitVec.zCoord;
var33 = false;
}
else if (var32 > 200)
{
var33 = false;
}
else
{
drawLine3D(var22 - var10, var23 - var11, var24 - var12, var29 - var10, var30 - var11, var31 - var12);
if (var7)
{
var9.setBounds(var22 - 0.125F, var23, var24 - 0.125F, var22 + 0.125F, var23 + 0.25F, var24 + 0.125F);
var4 = 0.0F;
for (int var36 = 0; var36 < 5; var36++)
{
float var37 = (float)(var9.minY + (var9.maxY - var9.minY) * var36 / 5.0D);
float var38 = (float)(var9.minY + (var9.maxY - var9.minY) * (var36 + 1) / 5.0D);
AxisAlignedBB var39 = AxisAlignedBB.getBoundingBox(var9.minX, var37, var9.minZ, var9.maxX, var38, var9.maxZ);
if (mc.theWorld.isAABBInMaterial(var39, Material.water)) {
var4 += 0.2F;
}
}
float var40 = var4 * 2.0F - 1.0F;
var26 += 0.04F * var40;
float var37 = 0.92F;
if (var4 > 0.0F)
{
var37 *= 0.9F;
var26 *= 0.8F;
}
var25 *= var37;
var26 *= var37;
var27 *= var37;
}
else
{
var25 *= 0.99F;
var26 *= 0.99F;
var27 *= 0.99F;
var26 -= var4;
}
var22 = var29;
var23 = var30;
var24 = var31;
}
if (!var33)
{
this.pX = var22;
this.pY = var23;
this.pZ = var24;
GL11.glVertex3d(this.pX - var10 - 0.5D, this.pY - var11, this.pZ - var12 - 0.5D);
GL11.glVertex3d(this.pX - var10 - 0.5D, this.pY - var11, this.pZ - var12 + 0.5D);
GL11.glVertex3d(this.pX - var10 + 0.5D, this.pY - var11, this.pZ - var12 + 0.5D);
GL11.glVertex3d(this.pX - var10 + 0.5D, this.pY - var11, this.pZ - var12 - 0.5D);
GL11.glVertex3d(this.pX - var10 + 0.5D, this.pY - var11, this.pZ - var12 + 0.5D);
GL11.glVertex3d(this.pX - var10 - 0.5D, this.pY - var11, this.pZ - var12 + 0.5D);
GL11.glVertex3d(this.pX - var10 - 0.5D, this.pY - var11, this.pZ - var12 - 0.5D);
GL11.glVertex3d(this.pX - var10 + 0.5D, this.pY - var11, this.pZ - var12 - 0.5D);
GL11.glVertex3d(this.pX - var10 - 0.5D, this.pY - var11, this.pZ - var12 - 0.5D);
GL11.glVertex3d(this.pX - var10 + 0.5D, this.pY - var11, this.pZ - var12 + 0.5D);
GL11.glVertex3d(this.pX - var10 - 0.5D, this.pY - var11, this.pZ - var12 + 0.5D);
GL11.glVertex3d(this.pX - var10 + 0.5D, this.pY - var11, this.pZ - var12 - 0.5D);
}
}
endGLLines();
disableDefaults();
GL11.glPopMatrix();
}
}
}

public void drawLine3D(float var1, float var2, float var3, float var4, float var5, float var6)
{
GL11.glVertex3d(var1, var2, var3);
GL11.glVertex3d(var4, var5, var6);
}

public void beginGLLines()
{
GL11.glBegin(1);
}

public void endGLLines() {}

public static void enableDefaults()
{
mc.entityRenderer.disableLightmap(0.0D);
GL11.glEnable(3042);
GL11.glDisable(2896);
GL11.glDisable(2929);
GL11.glEnable(2848);
GL11.glDisable(3553);
GL11.glHint(3154, 4354);
GL11.glBlendFunc(770, 771);
GL11.glEnable(32925);
GL11.glEnable(32926);
GL11.glShadeModel(7425);
GL11.glLineWidth(1.8F);
GL11.glEnable(3042);
GL11.glDisable(2896);
GL11.glDisable(2929);
GL11.glEnable(2848);
GL11.glDisable(3553);
GL11.glHint(3154, 4354);
GL11.glBlendFunc(770, 771);
GL11.glEnable(32925);
GL11.glEnable(32926);
GL11.glShadeModel(7425);
GL11.glDepthMask(false);
}

public static void disableDefaults()
{
GL11.glDisable(3042);
GL11.glEnable(3553);
GL11.glDisable(2848);
GL11.glEnable(2896);
GL11.glEnable(2929);
GL11.glDisable(32925);
GL11.glDisable(32926);
GL11.glDepthMask(true);
GL11.glDisable(32926);
GL11.glDisable(32925);
GL11.glEnable(3553);
GL11.glDisable(2848);
GL11.glEnable(2929);
GL11.glEnable(2896);
GL11.glDisable(3042);
mc.entityRenderer.enableLightmap(0.0D);
}
}
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