Adds the ability to always show hands and crosshairs.
Apparently, @rflambert doesn't want the hands to fade. It seemed like a good idea, so I added a configurable option to the main repo.
This commit is contained in:
@@ -155,7 +155,9 @@ public class ConfigManager
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private final TimeValues hungerTime;
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private final TimeValues hungerTime;
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private final TimeValues effectTime;
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private final TimeValues effectTime;
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private final ForgeConfigSpec.IntValue crosshairTime;
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private final ForgeConfigSpec.IntValue crosshairTime;
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private final ForgeConfigSpec.BooleanValue hideCrosshair;
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private final ForgeConfigSpec.IntValue handTime;
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private final ForgeConfigSpec.IntValue handTime;
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private final ForgeConfigSpec.BooleanValue hideHands;
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private final ForgeConfigSpec.BooleanValue showArmor;
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private final ForgeConfigSpec.BooleanValue showArmor;
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private final ForgeConfigSpec.DoubleValue minHealth;
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private final ForgeConfigSpec.DoubleValue minHealth;
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private final ForgeConfigSpec.IntValue minHunger;
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private final ForgeConfigSpec.IntValue minHunger;
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@@ -182,6 +184,10 @@ public class ConfigManager
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6 * TICKS_PER_SECOND,
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6 * TICKS_PER_SECOND,
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0,
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0,
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10 * 60 * TICKS_PER_SECOND);
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10 * 60 * TICKS_PER_SECOND);
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this.hideCrosshair =
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configSpecBuilder.translation(
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"immersive_hud.configGui.hideCrosshair.title")
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.define("hideCrosshair", true);
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this.handTime =
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this.handTime =
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configSpecBuilder.translation(
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configSpecBuilder.translation(
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"immersive_hud.configGui.handTime.title")
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"immersive_hud.configGui.handTime.title")
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@@ -189,6 +195,10 @@ public class ConfigManager
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30 * TICKS_PER_SECOND,
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30 * TICKS_PER_SECOND,
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0,
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0,
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10 * 60 * TICKS_PER_SECOND);
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10 * 60 * TICKS_PER_SECOND);
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this.hideHands =
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configSpecBuilder.translation(
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"immersive_hud.configGui.hideHands.title")
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.define("hideHands", true);
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this.showArmor = configSpecBuilder.translation(
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this.showArmor = configSpecBuilder.translation(
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"immersive_hud.configGui.showArmor.title")
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"immersive_hud.configGui.showArmor.title")
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.define("showArmor", true);
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.define("showArmor", true);
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@@ -282,6 +292,16 @@ public class ConfigManager
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return this.crosshairTime.get();
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return this.crosshairTime.get();
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}
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}
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/**
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* Checks whether the crosshairs should be hidden after a period of time.
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*
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* @return - Whether or not crosshairs will be hidden.
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*/
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public boolean hideCrosshair()
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{
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return this.hideCrosshair.get();
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}
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/**
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/**
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* Obtains the time that the hands are allowed to display.
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* Obtains the time that the hands are allowed to display.
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*
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*
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@@ -292,6 +312,16 @@ public class ConfigManager
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return this.handTime.get();
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return this.handTime.get();
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}
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}
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/**
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* Checks whether hands should be hidden after a period of time.
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*
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* @return - Whether or not hands will be hidden.
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*/
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public boolean hideHands()
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{
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return this.hideHands.get();
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}
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/**
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/**
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* Checks whether the armor bar should render.
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* Checks whether the armor bar should render.
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*
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*
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@@ -334,6 +364,16 @@ public class ConfigManager
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this.crosshairTime.set(time);
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this.crosshairTime.set(time);
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}
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}
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/**
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* Sets whether the crosshairs should be hidden after a period of time.
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*
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* @param hide - Whether or not crosshairs will be hidden.
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*/
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public void hideCrosshair(boolean hide)
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{
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this.hideCrosshair.set(hide);
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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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@@ -344,6 +384,16 @@ public class ConfigManager
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this.handTime.set(time);
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this.handTime.set(time);
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}
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}
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/**
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* Sets whether hands should be hidden after a period of time.
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*
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* @param hide - Whether or not hands will be hidden.
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*/
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public void hideHands(boolean hide)
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{
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this.hideHands.set(hide);
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}
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/**
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/**
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* Determines whether the armor bar should render.
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* Determines whether the armor bar should render.
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*
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*
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@@ -123,6 +123,15 @@ public class ModMenu
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.setCrosshairTime((int) (val * TICKS_PER_SECOND)))
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.setCrosshairTime((int) (val * TICKS_PER_SECOND)))
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.build());
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.build());
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general.addEntry(entryBuilder.startBooleanToggle(new TranslationTextComponent(
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"option.immersive_hud.hideCrosshair"), ConfigManager.getInstance().hideCrosshair())
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.setDefaultValue(true)
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.setTooltip(new TranslationTextComponent(
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"tooltip.immersive_hud.hideCrosshair"))
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.setSaveConsumer(val -> ConfigManager.getInstance()
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.hideCrosshair(val))
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.build());
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general.addEntry(entryBuilder.startDoubleField(new TranslationTextComponent(
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general.addEntry(entryBuilder.startDoubleField(new TranslationTextComponent(
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"option.immersive_hud.handTime"),
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"option.immersive_hud.handTime"),
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(float) ConfigManager.getInstance()
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(float) ConfigManager.getInstance()
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@@ -134,6 +143,15 @@ public class ModMenu
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.setHandTime((int) (val * TICKS_PER_SECOND)))
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.setHandTime((int) (val * TICKS_PER_SECOND)))
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.build());
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.build());
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general.addEntry(entryBuilder.startBooleanToggle(new TranslationTextComponent(
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"option.immersive_hud.hideHands"), ConfigManager.getInstance().hideHands())
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.setDefaultValue(true)
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.setTooltip(new TranslationTextComponent(
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"tooltip.immersive_hud.hideHands"))
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.setSaveConsumer(val -> ConfigManager.getInstance()
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.hideHands(val))
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.build());
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general.addEntry(entryBuilder.startDoubleField(new TranslationTextComponent(
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general.addEntry(entryBuilder.startDoubleField(new TranslationTextComponent(
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"option.immersive_hud.minHealth"),
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"option.immersive_hud.minHealth"),
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ConfigManager.getInstance()
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ConfigManager.getInstance()
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@@ -24,7 +24,6 @@ import net.minecraft.potion.Effect;
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import net.minecraft.potion.EffectInstance;
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import net.minecraft.potion.EffectInstance;
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import net.minecraft.potion.Effects;
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import net.minecraft.potion.Effects;
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import net.minecraft.util.Hand;
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import net.minecraft.util.Hand;
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import net.minecraft.util.Util;
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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.math.RayTraceResult;
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import net.minecraft.util.math.RayTraceResult;
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@@ -297,6 +296,10 @@ public class TimerUtils
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{
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{
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float HAND_UP_TIME = 20F;
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float HAND_UP_TIME = 20F;
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boolean hideHands =
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ConfigManager.getInstance().hideHands();
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if (hideHands)
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{
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switch (hand)
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switch (hand)
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{
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{
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case OFF_HAND:
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case OFF_HAND:
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@@ -350,6 +353,7 @@ public class TimerUtils
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}
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}
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break;
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break;
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}
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}
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}
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return false;
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return false;
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}
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}
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@@ -384,6 +388,8 @@ public class TimerUtils
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boolean changed = false;
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boolean changed = false;
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boolean canceled = false;
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boolean canceled = false;
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if (ConfigManager.getInstance().hideCrosshair())
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{
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if (mc.objectMouseOver != null && mc.objectMouseOver.getType() != RayTraceResult.Type.MISS)
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if (mc.objectMouseOver != null && mc.objectMouseOver.getType() != RayTraceResult.Type.MISS)
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{
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{
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if (mc.objectMouseOver.getType() == RayTraceResult.Type.ENTITY)
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if (mc.objectMouseOver.getType() == RayTraceResult.Type.ENTITY)
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@@ -413,6 +419,7 @@ public class TimerUtils
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{
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{
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crosshairTime -= ticks;
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crosshairTime -= ticks;
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}
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}
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}
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return canceled;
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return canceled;
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}
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}
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@@ -475,7 +482,8 @@ public class TimerUtils
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}
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}
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else if (effectinstance.getDuration() <= BLINK_TIME + potion.getFadeInTime())
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else if (effectinstance.getDuration() <= BLINK_TIME + potion.getFadeInTime())
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{
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{
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effectAlpha = -(effectinstance.getDuration() - BLINK_TIME) / 22F + 0.454F;
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effectAlpha =
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-(effectinstance.getDuration() - BLINK_TIME) / 22F + 0.454F;
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}
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}
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else
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else
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{
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{
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@@ -758,7 +766,8 @@ public class TimerUtils
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* Only makes a change if the player is healthy. Otherwise,
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* Only makes a change if the player is healthy. Otherwise,
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* the bar is shown.
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* the bar is shown.
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*/
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*/
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if (health / maxHealth > HEALTH_BOUNDARY && !mc.player.isPotionActive(Effects.WITHER) && !mc.player.isPotionActive(Effects.POISON))
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if (health / maxHealth > HEALTH_BOUNDARY && !mc.player.isPotionActive(
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Effects.WITHER) && !mc.player.isPotionActive(Effects.POISON))
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{
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{
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if (healthTime > 0)
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if (healthTime > 0)
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{
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{
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@@ -19,7 +19,9 @@
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"option.immersive_hud.effectFadeIn": "Potion Fade In Time",
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"option.immersive_hud.effectFadeIn": "Potion Fade In Time",
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"option.immersive_hud.effectFadeOut": "Potion Fade Out Time",
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"option.immersive_hud.effectFadeOut": "Potion Fade Out Time",
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"option.immersive_hud.crosshairTime": "Crosshair Display Time",
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"option.immersive_hud.crosshairTime": "Crosshair Display Time",
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"option.immersive_hud.hideCrosshair": "Hide Crosshair",
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"option.immersive_hud.handTime": "Hand Display Time",
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"option.immersive_hud.handTime": "Hand Display Time",
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"option.immersive_hud.hideHands": "Hide Hands",
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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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@@ -42,7 +44,9 @@
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"tooltip.immersive_hud.effectFadeIn": "How many seconds it takes for potion icons to fade in",
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"tooltip.immersive_hud.effectFadeIn": "How many seconds it takes for potion icons to fade in",
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"tooltip.immersive_hud.effectFadeOut": "How many seconds it takes for potion icons to fade out",
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"tooltip.immersive_hud.effectFadeOut": "How many seconds it takes for potion icons to fade out",
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"tooltip.immersive_hud.crosshairTime": "How many seconds the crosshairs can be on screen",
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"tooltip.immersive_hud.crosshairTime": "How many seconds the crosshairs can be on screen",
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"tooltip.immersive_hud.hideCrosshair": "Whether or not the crosshairs should be hidden after a period of time",
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"tooltip.immersive_hud.handTime": "How many seconds the hands can be on screen",
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"tooltip.immersive_hud.handTime": "How many seconds the hands can be on screen",
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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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