SHow grey hearts when damaged disabled
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9
init.lua
9
init.lua
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@ -13,6 +13,7 @@ local toolrepair
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local tabs = {}
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local progressive_mode = core.settings:get_bool "i3_progressive_mode"
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local damage_enabled = core.settings:get_bool "enable_damage"
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local __3darmor, __skinsdb, __awards
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local http = core.request_http_api()
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@ -82,6 +83,9 @@ local PNG = {
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bg = "i3_bg.png",
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bg_full = "i3_bg_full.png",
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search = "i3_search.png",
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heart = "i3_heart.png",
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heart_half = "i3_heart_half.png",
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heart_grey = "i3_heart_grey.png",
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prev = "i3_next.png^\\[transformFX",
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next = "i3_next.png",
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arrow = "i3_arrow.png",
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@ -1817,14 +1821,15 @@ local function get_ctn_content(fs, data, player, xoffset, yoffset, ctn_len, awar
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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 hp = damage_enabled and (data.hp or player:get_hp()) or 20
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local half = ceil((hp / 2) % 1)
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local hearts = (hp / 2) + half
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local yextra = 5.6
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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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(half == 1 and i == floor(hearts)) and PNG.heart_half or
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(damage_enabled and PNG.heart or PNG.heart_grey)))
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end
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fs(fmt("list[current_player;craft;%f,%f;3,3;]", xoffset, yoffset + 1.45),
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