Fixes the inventory items not moving properly.
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@@ -54,7 +54,7 @@ import java.util.Optional;
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* Contains the logic for changing the HUD.
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*
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* @author Markil 3
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* @version 0.1-1.16.4-fabric
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* @version 1.1.1-1.17-fabric
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*/
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public class TimerUtils
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{
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@@ -1150,8 +1150,6 @@ public class TimerUtils
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* Determines whether or not to draw the crosshair, adjusting the alpha as
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* needed.
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*
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* @return If true, then cancel drawing the crosshair.
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*
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* @since 0.1-1.16.4-fabric
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*/
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public static void recolorHotbar(MatrixStack stack)
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@@ -1165,5 +1163,12 @@ public class TimerUtils
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hotbar.getMaxTime(),
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hotbar.getFadeInTime(),
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hotbar.getFadeOutTime()));
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/*
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* Update the hotbar item matrix
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*/
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stack = RenderSystem.getModelViewStack();
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stack.push();
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stack.translate(0F, TimerUtils.getHotbarTranslation(), 0F);
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RenderSystem.applyModelViewMatrix();
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}
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}
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@@ -40,7 +40,7 @@ import markil3.immersive_hud.TimerUtils;
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* that most of the logic can be found in {@link TimerUtils}.
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*
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* @author Markil 3
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* @version 0.1-1.16.4-fabric
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* @version 1.1.1-1.17-fabric
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*/
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@Mixin(InGameHud.class)
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public class HudHook
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@@ -661,7 +661,7 @@ public class HudHook
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* @param stack - The matrix drawing stack.
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* @param callbackInfo
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*
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* @version 0.2-1.16.4-fabric
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* @version 1.1.1-1.17-fabric
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* @since 0.1-1.16.4-fabric
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*/
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@Inject(method = "renderHotbar", at = @At(value = "TAIL"))
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@@ -672,6 +672,9 @@ public class HudHook
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try
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{
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stack.pop();
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stack = RenderSystem.getModelViewStack();
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stack.pop();
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RenderSystem.applyModelViewMatrix();
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/*
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* Resets the color so that nothing else is bothered.
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*/
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0
src/main/resources/assets/immersive_hud/icon.png
Normal file → Executable file
0
src/main/resources/assets/immersive_hud/icon.png
Normal file → Executable file
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Before Width: | Height: | Size: 380 KiB After Width: | Height: | Size: 380 KiB |
0
src/main/resources/assets/immersive_hud/lang/en_us.json
Normal file → Executable file
0
src/main/resources/assets/immersive_hud/lang/en_us.json
Normal file → Executable file
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