Cleaning
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4ce919d1ef
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244
init.lua
244
init.lua
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@ -1738,122 +1738,7 @@ local function add_subtitle(fs, title, x, y, ctn_len, font_size)
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"style_type[label;font=normal;font_size=+0]", fmt("box", x, y + 0.3, ctn_len, 0.05, "#666"))
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"style_type[label;font=normal;font_size=+0]", fmt("box", x, y + 0.3, ctn_len, 0.05, "#666"))
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end
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end
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local function get_inventory_mode(player, fs, data, full_height)
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local function get_award_list(fs, ctn_len, yextra, award_list, awards_unlocked, award_list_nb)
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fs(fmt("bg9", 0, 0, data.xoffset, full_height, PNG.bg_full, 10))
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for i = 0, 7 do
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fs(fmt("image", i + 0.234 + (i * 0.25), 6.1, 1, 1, "i3_hb_bg.png"))
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end
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fs("listcolors[#bababa50;#bababa99]",
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"listring[current_player;main]",
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"list[current_player;main;0.234,6.1;8,1;]",
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"list[current_player;main;0.234,7.4;8,3;8]")
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local props = player:get_properties()
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local name = player:get_player_name()
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if props.mesh ~= "" then
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local anim = player:get_local_animation()
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--fs("style[player_model;bgcolor=black]")
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fs(fmt("model", (__3darmor or __skinsdb) and 0.2 or 0, 0.2, 4, 5.5, "player_model",
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props.mesh, concat(props.textures, ","), "0,-150", "false", "false",
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sprintf("%u,%u", anim.x, anim.y)))
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else
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local size = 2.5
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fs(fmt("image", 0.7, 0.2, size, size * props.visual_size.y, props.textures[1]))
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end
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local extras = __3darmor or __skinsdb or __awards
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local ctn_len = 5.6
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local xoffset = extras and 0 or 4.5
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local yoffset = extras and 0 or 0.2
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local award_list, award_list_nb
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local awards_unlocked = 0
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if extras then
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local max_val = 15
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if __3darmor then
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max_val = max_val + 15
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end
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if __skinsdb then
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max_val = max_val + 20
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end
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if __awards then
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award_list = awards.get_award_states(name)
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award_list_nb = #award_list
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for _, award in ipairs(award_list) do
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if award.unlocked then
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awards_unlocked = awards_unlocked + 1
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end
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end
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max_val = max_val + (award_list_nb * 13.2)
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end
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fs(sprintf([[
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scrollbaroptions[arrows=hide;thumbsize=%u;max=%u]
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scrollbar[9.69,0.2;0.3,5.5;vertical;scrbar_inv;%u]
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scrollbaroptions[arrows=default;thumbsize=0;max=1000]
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]],
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(max_val * 3) / 15, max_val, data.scrbar_inv or 0))
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fs(sprintf("scroll_container[3.9,0.2;%f,5.5;scrbar_inv;vertical]", ctn_len))
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end
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add_subtitle(fs, ESC(name), xoffset, yoffset + 0.2, ctn_len, "+6")
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local hp = data.hp or player:get_hp()
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local half = ceil((hp / 2) % 1)
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local hearts = (hp / 2) + half
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for i = 1, hearts do
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fs(fmt("image", xoffset + ((i - 1) * 0.4), yoffset + 0.7, 0.4, 0.4,
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(half == 1 and i == floor(hearts)) and "i3_heart_half.png" or "i3_heart.png"))
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end
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fs(sprintf("list[current_player;craft;%f,%f;3,3;]", xoffset, yoffset + 1.45),
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fmt("image", xoffset + 3.64, yoffset + 2.88, 0.7, 0.7, PNG.arrow),
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sprintf("list[current_player;craftpreview;%f,%f;1,1;]", xoffset + 4.45, yoffset + 2.7),
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"listring[detached:i3_trash;main]",
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sprintf("list[detached:i3_trash;main;%f,%f;1,1;]", xoffset + 4.45, yoffset + 3.95),
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fmt("image", xoffset + 4.45, yoffset + 3.95, 1, 1, PNG.trash))
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local yextra = 5.6
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if __3darmor then
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add_subtitle(fs, ES"Armor", 0, yextra, ctn_len, "+2")
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fs(sprintf("list[detached:%s_armor;armor;0,%f;3,2;]", name, yextra + 0.6))
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fs(fmt("label", 3.75, yextra + 1.55, sprintf("%s: %s", ES"Level", armor.def[name].level)),
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fmt("label", 3.75, yextra + 1.95, sprintf("%s: %s", ES"Heal", armor.def[name].heal)))
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end
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if __skinsdb then
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local _skins = skins.get_skinlist_for_player(name)
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local t = {}
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for _, skin in ipairs(_skins) do
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t[#t + 1] = skin.name
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end
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yextra = __3darmor and (yextra + 3.5) or yextra
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add_subtitle(fs, ES"Skins", 0, yextra, ctn_len, "+2")
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fs(sprintf("dropdown[0,%f;3.55,0.6;skins;%s;%u;true]",
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yextra + 0.6, concat(t, ","), data.skin_id or 1))
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end
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if __awards then
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if (__3darmor and __skinsdb) or __skinsdb then
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if (__3darmor and __skinsdb) or __skinsdb then
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yextra = yextra + 1.8
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yextra = yextra + 1.8
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elseif __3darmor then
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elseif __3darmor then
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@ -1896,8 +1781,7 @@ local function get_inventory_mode(player, fs, data, full_height)
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fs(fmt("box", icon_size + 0.1, y + 0.8, box_len, 0.3, "#101010"),
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fs(fmt("box", icon_size + 0.1, y + 0.8, box_len, 0.3, "#101010"),
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fmt("box", icon_size + 0.1, y + 0.8, curr_bar, 0.3, "#9dc34c"),
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fmt("box", icon_size + 0.1, y + 0.8, curr_bar, 0.3, "#9dc34c"),
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"style_type[label;font=normal;font_size=-2]",
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"style_type[label;font=normal;font_size=-2]",
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fmt("label", icon_size + 0.5, y + 0.97,
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fmt("label", icon_size + 0.5, y + 0.97, sprintf("%u / %u", current, target)))
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sprintf("%u / %u", current, target)))
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y = y - 0.14
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y = y - 0.14
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end
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end
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@ -1910,6 +1794,130 @@ local function get_inventory_mode(player, fs, data, full_height)
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end
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end
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end
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end
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local function get_ctn_content(fs, data, player, xoffset, yoffset, ctn_len, yextra,
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award_list, awards_unlocked, award_list_nb)
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local name = player:get_player_name()
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add_subtitle(fs, ESC(name), xoffset, yoffset + 0.2, ctn_len, "+6")
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local hp = data.hp or player:get_hp()
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local half = ceil((hp / 2) % 1)
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local hearts = (hp / 2) + half
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for i = 1, hearts do
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fs(fmt("image", xoffset + ((i - 1) * 0.4), yoffset + 0.7, 0.4, 0.4,
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(half == 1 and i == floor(hearts)) and "i3_heart_half.png" or "i3_heart.png"))
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end
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fs(sprintf("list[current_player;craft;%f,%f;3,3;]", xoffset, yoffset + 1.45),
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fmt("image", xoffset + 3.64, yoffset + 2.88, 0.7, 0.7, PNG.arrow),
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sprintf("list[current_player;craftpreview;%f,%f;1,1;]", xoffset + 4.45, yoffset + 2.7),
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"listring[detached:i3_trash;main]",
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sprintf("list[detached:i3_trash;main;%f,%f;1,1;]", xoffset + 4.45, yoffset + 3.95),
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fmt("image", xoffset + 4.45, yoffset + 3.95, 1, 1, PNG.trash))
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if __3darmor then
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add_subtitle(fs, ES"Armor", 0, yextra, ctn_len, "+2")
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fs(sprintf("list[detached:%s_armor;armor;0,%f;3,2;]", name, yextra + 0.6))
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fs(fmt("label", 3.75, yextra + 1.55, sprintf("%s: %s", ES"Level", armor.def[name].level)),
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fmt("label", 3.75, yextra + 1.95, sprintf("%s: %s", ES"Heal", armor.def[name].heal)))
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end
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if __skinsdb then
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local _skins = skins.get_skinlist_for_player(name)
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local t = {}
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for _, skin in ipairs(_skins) do
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t[#t + 1] = skin.name
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end
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yextra = __3darmor and (yextra + 3.5) or yextra
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add_subtitle(fs, ES"Skins", 0, yextra, ctn_len, "+2")
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fs(sprintf("dropdown[0,%f;3.55,0.6;skins;%s;%u;true]",
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yextra + 0.6, concat(t, ","), data.skin_id or 1))
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end
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if __awards then
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get_award_list(fs, ctn_len, yextra, award_list, awards_unlocked, award_list_nb)
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end
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end
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local function get_inventory_mode(player, fs, data, full_height)
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fs(fmt("bg9", 0, 0, data.xoffset, full_height, PNG.bg_full, 10))
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for i = 0, 7 do
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fs(fmt("image", i + 0.234 + (i * 0.25), 6.1, 1, 1, "i3_hb_bg.png"))
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end
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fs("listcolors[#bababa50;#bababa99]",
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"listring[current_player;main]",
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"list[current_player;main;0.234,6.1;8,1;]",
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"list[current_player;main;0.234,7.4;8,3;8]")
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local props = player:get_properties()
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local name = player:get_player_name()
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if props.mesh ~= "" then
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local anim = player:get_local_animation()
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--fs("style[player_model;bgcolor=black]")
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fs(fmt("model", (__3darmor or __skinsdb) and 0.2 or 0, 0.2, 4, 5.5, "player_model",
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props.mesh, concat(props.textures, ","), "0,-150", "false", "false",
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sprintf("%u,%u", anim.x, anim.y)))
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else
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local size = 2.5
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fs(fmt("image", 0.7, 0.2, size, size * props.visual_size.y, props.textures[1]))
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end
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local extras = __3darmor or __skinsdb or __awards
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local ctn_len, yextra = 5.6, 5.6
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local xoffset = extras and 0 or 4.5
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local yoffset = extras and 0 or 0.2
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local award_list, award_list_nb
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local awards_unlocked = 0
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if extras then
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local max_val = 15
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if __3darmor then
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max_val = max_val + 15
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end
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if __skinsdb then
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max_val = max_val + 20
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end
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if __awards then
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award_list = awards.get_award_states(name)
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award_list_nb = #award_list
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for _, award in ipairs(award_list) do
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if award.unlocked then
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awards_unlocked = awards_unlocked + 1
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end
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end
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max_val = max_val + (award_list_nb * 13.2)
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end
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fs(sprintf([[
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scrollbaroptions[arrows=hide;thumbsize=%u;max=%u]
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scrollbar[9.69,0.2;0.3,5.5;vertical;scrbar_inv;%u]
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scrollbaroptions[arrows=default;thumbsize=0;max=1000]
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]],
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(max_val * 3) / 15, max_val, data.scrbar_inv or 0))
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fs(sprintf("scroll_container[3.9,0.2;%f,5.5;scrbar_inv;vertical]", ctn_len))
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end
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get_ctn_content(fs, data, player, xoffset, yoffset, ctn_len, yextra,
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award_list, awards_unlocked, award_list_nb)
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if extras then
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if extras then
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fs("scroll_container_end[]")
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fs("scroll_container_end[]")
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end
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end
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