Allows some items to not trigger a hand/crosshair update.
This is helpful if one is using Firework rockets to fly around the landscape.
This commit is contained in:
@@ -1,11 +1,19 @@
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package markil3.immersive_hud;
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package markil3.immersive_hud;
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import static markil3.immersive_hud.Main.TICKS_PER_SECOND;
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import net.minecraft.item.Item;
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import net.minecraft.item.Items;
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import net.minecraft.util.Identifier;
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import net.minecraft.util.math.MathHelper;
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import net.minecraft.util.math.MathHelper;
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import net.minecraft.util.registry.Registry;
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import java.util.Arrays;
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import java.util.Set;
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import java.util.stream.Collectors;
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import me.shedaniel.autoconfig.AutoConfig;
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import me.shedaniel.autoconfig.AutoConfig;
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import static markil3.immersive_hud.Main.TICKS_PER_SECOND;
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/**
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/**
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* Configuration manager of this mod, which reads from and writes to this mod's
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* Configuration manager of this mod, which reads from and writes to this mod's
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* configuration file.
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* configuration file.
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@@ -88,6 +96,7 @@ public class ConfigManager
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private boolean showArmor = true;
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private boolean showArmor = true;
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private double minHealth = 0.5;
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private double minHealth = 0.5;
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private int minHunger = 17;
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private int minHunger = 17;
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private Identifier[] ignoredItems = new Identifier[]{Registry.ITEM.getId(Items.FIREWORK_ROCKET)};
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/**
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/**
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* Returns the instance of this class.
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* Returns the instance of this class.
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@@ -247,6 +256,26 @@ public class ConfigManager
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return this.minHunger;
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return this.minHunger;
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}
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}
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/**
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* Obtains a collection of items that won't cause hands and crosshairs to show when used.
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*
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* @return A set of ignored items.
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*/
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public Set<Item> getIgnoredItems()
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{
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return Arrays.stream(ignoredItems).map(Registry.ITEM::get).collect(Collectors.toSet());
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}
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/**
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* Obtains a collection of items that won't cause hands and crosshairs to show when used.
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*
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* @return An array of identifiers.
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*/
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public Identifier[] getIgnoredIdentifiers()
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{
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return this.ignoredItems;
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}
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/**
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/**
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* Sets the time that the hands are allowed to display.
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* Sets the time that the hands are allowed to display.
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*
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*
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@@ -318,6 +347,26 @@ public class ConfigManager
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{
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{
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this.minHunger = MathHelper.clamp(boundary, 0, 20);
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this.minHunger = MathHelper.clamp(boundary, 0, 20);
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}
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}
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/**
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* Sets which items won't cause the hands and crosshairs to show when used.
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*
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* @param items - A set of ignored items.
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*/
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public void setIgnoredItems(Item... items)
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{
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this.ignoredItems = Arrays.stream(items).map(Registry.ITEM::getId).toArray(Identifier[]::new);
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}
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/**
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* Sets which items won't cause the hands and crosshairs to show when used.
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*
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* @param items - A set of ignored items.
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*/
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public void setIgnoredItems(String... items)
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{
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this.ignoredItems = Arrays.stream(items).map(Identifier::new).filter(i -> Registry.ITEM.getOrEmpty(i).isPresent()).toArray(Identifier[]::new);
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}
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/**
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/**
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* Saves changes to this mod's configuration.
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* Saves changes to this mod's configuration.
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*/
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*/
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@@ -3,7 +3,11 @@ package markil3.immersive_hud;
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import com.terraformersmc.modmenu.api.ConfigScreenFactory;
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import com.terraformersmc.modmenu.api.ConfigScreenFactory;
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import com.terraformersmc.modmenu.api.ModMenuApi;
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import com.terraformersmc.modmenu.api.ModMenuApi;
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import net.minecraft.item.Items;
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import net.minecraft.text.TranslatableText;
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import net.minecraft.text.TranslatableText;
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import net.minecraft.util.Identifier;
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import net.minecraft.util.InvalidIdentifierException;
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import net.minecraft.util.registry.Registry;
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import me.shedaniel.autoconfig.AutoConfig;
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import me.shedaniel.autoconfig.AutoConfig;
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import me.shedaniel.clothconfig2.api.ConfigBuilder;
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import me.shedaniel.clothconfig2.api.ConfigBuilder;
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@@ -13,6 +17,10 @@ import me.shedaniel.clothconfig2.gui.entries.DoubleListEntry;
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import static markil3.immersive_hud.Main.TICKS_PER_SECOND;
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import static markil3.immersive_hud.Main.TICKS_PER_SECOND;
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import java.util.Arrays;
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import java.util.Optional;
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import java.util.stream.Collectors;
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public class ModMenu implements ModMenuApi
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public class ModMenu implements ModMenuApi
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{
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{
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@@ -185,6 +193,31 @@ public class ModMenu implements ModMenuApi
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.setSaveConsumer(val -> instance.shouldShowArmor(val))
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.setSaveConsumer(val -> instance.shouldShowArmor(val))
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.build());
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.build());
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general.addEntry(entryBuilder
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.startStrList(new TranslatableText("option.immersive_hud.ignoreList"), Arrays
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.asList(instance
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.getIgnoredIdentifiers()).stream().map(Identifier::toString)
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.collect(Collectors.toList()))
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.setDefaultValue(Arrays
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.asList(Registry.ITEM.getId(Items.FIREWORK_ROCKET).toString()))
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.setTooltip(new TranslatableText("tooltip.immersive_hud.ignoreList"))
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.setSaveConsumer(val -> instance.setIgnoredItems(val.toArray(new String[0]))).setErrorSupplier(val -> {
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try
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{
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Optional<String> item = val.stream().filter(i -> !Registry.ITEM.getOrEmpty(new Identifier(i)).isPresent()).findFirst();
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if (item.isPresent())
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{
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return Optional.of(new TranslatableText("error.immersive_hud.ignoreList.unknownItem"));
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}
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}
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catch (InvalidIdentifierException e)
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{
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return Optional.of(new TranslatableText("error.immersive_hud.ignoreList.illegalId"));
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}
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return Optional.empty();
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})
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.build());
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return builder.build();
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return builder.build();
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};
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};
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}
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}
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@@ -49,6 +49,7 @@ import java.util.HashMap;
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import java.util.HashSet;
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import java.util.HashSet;
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import java.util.Iterator;
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import java.util.Iterator;
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import java.util.Optional;
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import java.util.Optional;
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import java.util.Set;
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/**
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/**
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* Contains the logic for changing the HUD.
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* Contains the logic for changing the HUD.
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@@ -304,6 +305,7 @@ public class TimerUtils
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LivingEntity entity;
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LivingEntity entity;
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Item item;
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Item item;
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Iterator<ItemStack> hands;
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Iterator<ItemStack> hands;
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Set<Item> ignored;
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if (mc.getCameraEntity() instanceof LivingEntity)
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if (mc.getCameraEntity() instanceof LivingEntity)
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{
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{
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entity = (LivingEntity) mc.getCameraEntity();
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entity = (LivingEntity) mc.getCameraEntity();
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@@ -329,6 +331,14 @@ public class TimerUtils
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.map(ItemStack::getItem)
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.map(ItemStack::getItem)
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.orElse(null);
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.orElse(null);
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}
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}
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if (item != null)
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{
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ignored = ConfigManager.getInstance().getIgnoredItems();
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if (ignored.contains(item))
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{
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return;
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}
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}
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crosshairTime = ConfigManager.getInstance().getCrosshairTime();
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crosshairTime = ConfigManager.getInstance().getCrosshairTime();
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if (hand == Hand.MAIN_HAND)
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if (hand == Hand.MAIN_HAND)
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{
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{
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@@ -25,6 +25,7 @@
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"option.immersive_hud.minHealth": "Minimum Health Fade",
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"option.immersive_hud.minHealth": "Minimum Health Fade",
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"option.immersive_hud.minHunger": "Minimum Hunger Fade",
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"option.immersive_hud.minHunger": "Minimum Hunger Fade",
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"option.immersive_hud.showArmor": "Show Armor",
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"option.immersive_hud.showArmor": "Show Armor",
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"option.immersive_hud.ignoreList": "Ignored Items",
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"tooltip.immersive_hud.hotbarMaxTime": "How long the hotbar can be displayed on screen in seconds",
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"tooltip.immersive_hud.hotbarMaxTime": "How long the hotbar can be displayed on screen in seconds",
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"tooltip.immersive_hud.hotbarFadeIn": "How many seconds it takes for the hotbar to fade in",
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"tooltip.immersive_hud.hotbarFadeIn": "How many seconds it takes for the hotbar to fade in",
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"tooltip.immersive_hud.hotbarFadeOut": "How many seconds it takes for the hotbar to move out",
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"tooltip.immersive_hud.hotbarFadeOut": "How many seconds it takes for the hotbar to move out",
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@@ -49,5 +50,8 @@
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"tooltip.immersive_hud.hideHands": "Whether or not hands should be hidden after a period of time",
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"tooltip.immersive_hud.hideHands": "Whether or not hands should be hidden after a period of time",
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"tooltip.immersive_hud.minHealth": "When the percentage of health goes below this level, the health bar won't fade away",
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"tooltip.immersive_hud.minHealth": "When the percentage of health goes below this level, the health bar won't fade away",
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"tooltip.immersive_hud.minHunger": "When the hunger level goes below this level, the hunger bar won't fade away",
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"tooltip.immersive_hud.minHunger": "When the hunger level goes below this level, the hunger bar won't fade away",
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"tooltip.immersive_hud.showArmor": "Whether or not the armor bar should display on the HUD"
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"tooltip.immersive_hud.showArmor": "Whether or not the armor bar should display on the HUD",
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"tooltip.immersive_hud.ignoreList": "Which items will not trigger the arm and crosshairs when used",
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"error.immersive_hud.ignoreList.unknownItem": "Unknown item %s",
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"error.immersive_hud.ignoreList.illegalId": "%s is not a legal item identifier"
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}
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}
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