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:
@@ -82,7 +82,9 @@ public class ConfigManager
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private TimeValues hungerTime = new TimeValues();
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private TimeValues effectTime = new TimeValues();
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private int crosshairTime = 6 * TICKS_PER_SECOND;
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private boolean hideCrosshair = true;
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private int handTime = 30 * TICKS_PER_SECOND;
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private boolean hideHands = true;
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private boolean showArmor = true;
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private double minHealth = 0.5;
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private int minHunger = 17;
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@@ -184,6 +186,16 @@ public class ConfigManager
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return this.crosshairTime;
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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;
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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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*
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@@ -194,6 +206,16 @@ public class ConfigManager
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return this.handTime;
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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;
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}
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/**
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* Checks whether the armor bar should render.
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*
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@@ -236,6 +258,16 @@ public class ConfigManager
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this.crosshairTime = time;
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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 = hide;
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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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*
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@@ -246,6 +278,16 @@ public class ConfigManager
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this.handTime = time;
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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 = hide;
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}
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/**
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* Determines whether the armor bar should render.
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*
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@@ -130,6 +130,14 @@ public class ModMenu implements ModMenuApi
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.setSaveConsumer(val -> instance.setCrosshairTime((int) (val * TICKS_PER_SECOND)))
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.build());
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general.addEntry(entryBuilder.startBooleanToggle(
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"option.immersive_hud.hideCrosshair",
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instance.hideCrosshair())
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.setDefaultValue(true)
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.setTooltip("tooltip.immersive_hud.hideCrosshair")
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.setSaveConsumer(val -> instance.hideCrosshair(val))
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.build());
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general.addEntry(entryBuilder.startDoubleField(
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"option.immersive_hud.handTime",
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(float) instance.getHandTime() / TICKS_PER_SECOND)
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@@ -138,6 +146,14 @@ public class ModMenu implements ModMenuApi
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.setSaveConsumer(val -> instance.setHandTime((int) (val * TICKS_PER_SECOND)))
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.build());
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general.addEntry(entryBuilder.startBooleanToggle(
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"option.immersive_hud.hideHands",
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instance.hideHands())
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.setDefaultValue(true)
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.setTooltip("tooltip.immersive_hud.hideHands")
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.setSaveConsumer(val -> instance.hideHands(val))
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.build());
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general.addEntry(entryBuilder.startDoubleField(
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"option.immersive_hud.minHealth",
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instance.getMinHealth())
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@@ -356,6 +356,9 @@ public class TimerUtils
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{
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final float HAND_UP_TIME = 20F;
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boolean hideHands = ConfigManager.getInstance().hideHands();
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if (hideHands)
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{
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switch (hand)
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{
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case OFF_HAND:
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@@ -401,6 +404,7 @@ public class TimerUtils
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}
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break;
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}
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}
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return false;
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}
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@@ -422,6 +426,9 @@ public class TimerUtils
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boolean changed = false;
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boolean canceled = false;
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boolean hideCrosshair = ConfigManager.getInstance().hideCrosshair();
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if (hideCrosshair)
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{
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if (mc.crosshairTarget != null && mc.crosshairTarget
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.getType() != HitResult.Type.MISS)
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{
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@@ -454,6 +461,7 @@ public class TimerUtils
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{
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crosshairTime -= ticks;
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}
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}
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return canceled;
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}
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@@ -900,7 +908,9 @@ public class TimerUtils
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if (experienceTime > 0)
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{
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RenderSystem.pushMatrix();
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RenderSystem.translatef(0F, TimerUtils.getExperienceTranslation(), 0F);
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RenderSystem.translatef(0F,
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TimerUtils.getExperienceTranslation(),
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0F);
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setAlpha(Main.getAlpha(experienceTime,
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experience.getMaxTime(),
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experience.getFadeInTime(),
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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.effectFadeOut": "Potion Fade Out 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.hideHands": "Hide Hands",
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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.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.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.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.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.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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