@@ -203,7 +203,7 @@ private static void renderLevel() {
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for (int y = 0 ; y < 28 ; y ++)
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for (int x = 0 ; x < 48 ; x ++) {
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// Creates the background for the sky (and dungeon) level:
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- screen .render (x * 8 - ((xScroll / 4 ) & 7 ), y * 8 - ((yScroll / 4 ) & 7 ), 0 , 0 , 0 , cloud );
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+ screen .render (null , x * 8 - ((xScroll / 4 ) & 7 ), y * 8 - ((yScroll / 4 ) & 7 ), 0 , 0 , 0 , cloud );
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}
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}
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@@ -227,7 +227,7 @@ private static void renderGui() {
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// This draws the black square where the selected item would be if you were holding it
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if (!isMode ("minicraft.settings.mode.creative" ) || player .activeItem != null ) {
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for (int x = 10 ; x < 26 ; x ++) {
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- screen .render (x * 8 , Screen .h - 8 , 5 , 2 , 0 , hudSheet );
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+ screen .render (null , x * 8 , Screen .h - 8 , 5 , 2 , 0 , hudSheet );
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}
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}
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@@ -243,11 +243,11 @@ private static void renderGui() {
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int ac = player .getInventory ().count (Items .arrowItem );
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// "^" is an infinite symbol.
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if (isMode ("minicraft.settings.mode.creative" ) || ac >= 10000 )
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- Font .drawBackground (" x" + "^" , screen , 84 , Screen .h - 16 );
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+ Font .drawBackground (null , " x" + "^" , screen , 84 , Screen .h - 16 );
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else
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- Font .drawBackground (" x" + ac , screen , 84 , Screen .h - 16 );
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+ Font .drawBackground (null , " x" + ac , screen , 84 , Screen .h - 16 );
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// Displays the arrow icon
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- screen .render (10 * 8 + 4 , Screen .h - 16 , 4 , 1 , 0 , hudSheet );
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+ screen .render (null , 10 * 8 + 4 , Screen .h - 16 , 4 , 1 , 0 , hudSheet );
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}
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}
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@@ -365,47 +365,47 @@ private static void renderGui() {
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for (int i = 1 ; i <= 30 ; i ++) {
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// Renders your current red default hearts, golden hearts for 20 HP, obsidian hearts for 30 HP, or black hearts for damaged health.
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if (i < 11 ) {
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- screen .render ((i - 1 ) * 8 , Screen .h - 16 , 0 , 1 , 0 , hudSheet ); // Empty Hearts
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+ screen .render (null , (i - 1 ) * 8 , Screen .h - 16 , 0 , 1 , 0 , hudSheet ); // Empty Hearts
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}
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if (i < player .health + 1 && i < 11 ) {
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- screen .render ((i - 1 ) * 8 , Screen .h - 16 , 0 , 0 , 0 , hudSheet ); // Red Hearts
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+ screen .render (null , (i - 1 ) * 8 , Screen .h - 16 , 0 , 0 , 0 , hudSheet ); // Red Hearts
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}
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if (i < player .health + 1 && i < 21 && i >= 11 ) {
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- screen .render ((i - 11 ) * 8 , Screen .h - 16 , 0 , 2 , 0 , hudSheet ); // Yellow Hearts
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+ screen .render (null , (i - 11 ) * 8 , Screen .h - 16 , 0 , 2 , 0 , hudSheet ); // Yellow Hearts
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}
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if (i < player .health + 1 && i >= 21 ) {
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- screen .render ((i - 21 ) * 8 , Screen .h - 16 , 0 , 3 , 0 , hudSheet ); // Obsidian Hearts
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+ screen .render (null , (i - 21 ) * 8 , Screen .h - 16 , 0 , 3 , 0 , hudSheet ); // Obsidian Hearts
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}
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}
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for (int i = 0 ; i < Player .maxStat ; i ++) {
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// Renders armor
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int armor = player .armor * Player .maxStat / Player .maxArmor ;
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if (i <= armor && player .curArmor != null ) {
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- screen .render (i * 8 , Screen .h - 24 , player .curArmor .sprite );
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+ screen .render (null , i * 8 , Screen .h - 24 , player .curArmor .sprite );
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}
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if (player .staminaRechargeDelay > 0 ) {
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// Creates the white/gray blinking effect when you run out of stamina.
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if (player .staminaRechargeDelay / 4 % 2 == 0 ) {
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- screen .render (i * 8 , Screen .h - 8 , 1 , 2 , 0 , hudSheet );
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+ screen .render (null , i * 8 , Screen .h - 8 , 1 , 2 , 0 , hudSheet );
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} else {
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- screen .render (i * 8 , Screen .h - 8 , 1 , 1 , 0 , hudSheet );
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+ screen .render (null , i * 8 , Screen .h - 8 , 1 , 1 , 0 , hudSheet );
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}
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} else {
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// Renders your current stamina, and uncharged gray stamina.
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if (i < player .stamina ) {
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- screen .render (i * 8 , Screen .h - 8 , 1 , 0 , 0 , hudSheet );
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+ screen .render (null , i * 8 , Screen .h - 8 , 1 , 0 , 0 , hudSheet );
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} else {
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- screen .render (i * 8 , Screen .h - 8 , 1 , 1 , 0 , hudSheet );
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+ screen .render (null , i * 8 , Screen .h - 8 , 1 , 1 , 0 , hudSheet );
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}
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}
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// Renders hunger
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if (i < player .hunger ) {
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- screen .render (i * 8 + (Screen .w - 80 ), Screen .h - 16 , 2 , 0 , 0 , hudSheet );
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+ screen .render (null , i * 8 + (Screen .w - 80 ), Screen .h - 16 , 2 , 0 , 0 , hudSheet );
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} else {
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- screen .render (i * 8 + (Screen .w - 80 ), Screen .h - 16 , 2 , 1 , 0 , hudSheet );
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+ screen .render (null , i * 8 + (Screen .w - 80 ), Screen .h - 16 , 2 , 1 , 0 , hudSheet );
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}
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}
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}
@@ -440,20 +440,20 @@ public static void renderBossbar(int length, String title) {
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MinicraftImage hudSheet = getHudSheet ();
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- screen .render (x + (max_bar_length * 2 ), y , 0 , INACTIVE_BOSSBAR , 1 , hudSheet ); // left corner
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+ screen .render (null , x + (max_bar_length * 2 ), y , 0 , INACTIVE_BOSSBAR , 1 , hudSheet ); // left corner
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// The middle
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for (int bx = 0 ; bx < max_bar_length ; bx ++) {
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for (int by = 0 ; by < 1 ; by ++) {
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- screen .render (x + bx * 2 , y + by * 8 , 3 , INACTIVE_BOSSBAR , 0 , hudSheet );
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+ screen .render (null , x + bx * 2 , y + by * 8 , 3 , INACTIVE_BOSSBAR , 0 , hudSheet );
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}
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}
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- screen .render (x - 5 , y , 0 , ACTIVE_BOSSBAR , 0 , hudSheet ); // right corner
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+ screen .render (null , x - 5 , y , 0 , ACTIVE_BOSSBAR , 0 , hudSheet ); // right corner
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for (int bx = 0 ; bx < bar_length ; bx ++) {
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for (int by = 0 ; by < 1 ; by ++) {
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- screen .render (x + bx * 2 , y + by * 8 , 3 , ACTIVE_BOSSBAR , 0 , hudSheet );
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+ screen .render (null , x + bx * 2 , y + by * 8 , 3 , ACTIVE_BOSSBAR , 0 , hudSheet );
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}
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}
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@@ -556,24 +556,24 @@ private static void renderFocusNagger() {
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MinicraftImage hudSheet = getHudSheet ();
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// Renders the four corners of the box
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- screen .render (xx - 8 , yy - 8 , 0 , 6 , 0 , hudSheet );
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- screen .render (xx + w * 8 , yy - 8 , 0 , 6 , 1 , hudSheet );
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- screen .render (xx - 8 , yy + 8 , 0 , 6 , 2 , hudSheet );
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- screen .render (xx + w * 8 , yy + 8 , 0 , 6 , 3 , hudSheet );
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+ screen .render (null , xx - 8 , yy - 8 , 0 , 6 , 0 , hudSheet );
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+ screen .render (null , xx + w * 8 , yy - 8 , 0 , 6 , 1 , hudSheet );
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+ screen .render (null , xx - 8 , yy + 8 , 0 , 6 , 2 , hudSheet );
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+ screen .render (null , xx + w * 8 , yy + 8 , 0 , 6 , 3 , hudSheet );
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// Renders each part of the box...
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for (int x = 0 ; x < w ; x ++) {
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- screen .render (xx + x * 8 , yy - 8 , 1 , 6 , 0 , hudSheet ); // ...Top part
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- screen .render (xx + x * 8 , yy + 8 , 1 , 6 , 2 , hudSheet ); // ...Bottom part
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+ screen .render (null , xx + x * 8 , yy - 8 , 1 , 6 , 0 , hudSheet ); // ...Top part
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+ screen .render (null , xx + x * 8 , yy + 8 , 1 , 6 , 2 , hudSheet ); // ...Bottom part
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}
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for (int y = 0 ; y < h ; y ++) {
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- screen .render (xx - 8 , yy + y * 8 , 2 , 6 , 0 , hudSheet ); // ...Left part
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- screen .render (xx + w * 8 , yy + y * 8 , 2 , 6 , 1 , hudSheet ); // ...Right part
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+ screen .render (null , xx - 8 , yy + y * 8 , 2 , 6 , 0 , hudSheet ); // ...Left part
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+ screen .render (null , xx + w * 8 , yy + y * 8 , 2 , 6 , 1 , hudSheet ); // ...Right part
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}
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// The middle
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for (int x = 0 ; x < w ; x ++) {
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- screen .render (xx + x * 8 , yy , 3 , 6 , 0 , hudSheet );
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+ screen .render (null , xx + x * 8 , yy , 3 , 6 , 0 , hudSheet );
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}
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// Renders the focus nagger text with a flash effect...
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