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Add drowning
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e65ac4d626
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@ -1710,6 +1710,7 @@ Node definition (register_node)
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liquid_alternative_source = "", -- Source version of flowing liquid
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liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
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liquid_renewable = true, -- Can new liquid source be created by placing
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drowning = true, -- Player will drown in these
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two or more sources nearly?
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light_source = 0, -- Amount of light emitted by node
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damage_per_second = 0, -- If player is inside node, this damage is caused
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BIN
games/minimal/mods/default/textures/bubble.png
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BIN
games/minimal/mods/default/textures/bubble.png
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Binary file not shown.
After Width: | Height: | Size: 273 B |
@ -2680,6 +2680,13 @@ u16 Client::getHP()
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return player->hp;
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}
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u16 Client::getBreath()
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{
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Player *player = m_env.getLocalPlayer();
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assert(player != NULL);
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return player->breath;
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}
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bool Client::getChatMessage(std::wstring &message)
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{
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if(m_chat_queue.size() == 0)
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@ -349,6 +349,7 @@ public:
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void setCrack(int level, v3s16 pos);
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u16 getHP();
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u16 getBreath();
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bool checkPrivilege(const std::string &priv)
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{ return (m_privileges.count(priv) != 0); }
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@ -2228,6 +2228,44 @@ void ClientEnvironment::step(float dtime)
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}
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}
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/*
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Drowning
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*/
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if(m_drowning_interval.step(dtime, 2.0))
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{
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v3f pf = lplayer->getPosition();
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// head
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v3s16 p = floatToInt(pf + v3f(0, BS*1.6, 0), BS);
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MapNode n = m_map->getNodeNoEx(p);
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ContentFeatures c = m_gamedef->ndef()->get(n);
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if(c.isLiquid() && c.drowning){
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if(lplayer->breath > 10)
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lplayer->breath = 11;
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if(lplayer->breath > 0)
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lplayer->breath -= 1;
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}
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if(lplayer->breath == 0){
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damageLocalPlayer(1, true);
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}
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}
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if(m_breathing_interval.step(dtime, 0.5))
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{
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v3f pf = lplayer->getPosition();
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// head
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v3s16 p = floatToInt(pf + v3f(0, BS*1.6, 0), BS);
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MapNode n = m_map->getNodeNoEx(p);
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ContentFeatures c = m_gamedef->ndef()->get(n);
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if(!c.isLiquid() || !c.drowning){
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if(lplayer->breath <= 10)
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lplayer->breath += 1;
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}
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}
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/*
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Stuff that can be done in an arbitarily large dtime
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*/
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@ -494,6 +494,8 @@ private:
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Queue<ClientEnvEvent> m_client_event_queue;
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IntervalLimiter m_active_object_light_update_interval;
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IntervalLimiter m_lava_hurt_interval;
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IntervalLimiter m_drowning_interval;
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IntervalLimiter m_breathing_interval;
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std::list<std::string> m_player_names;
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};
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@ -3310,7 +3310,7 @@ void the_game(
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if (show_hud)
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{
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hud.drawHotbar(v2s32(displaycenter.X, screensize.Y),
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client.getHP(), client.getPlayerItem());
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client.getHP(), client.getPlayerItem(), client.getBreath());
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}
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/*
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@ -278,7 +278,7 @@ void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s
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}
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void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem) {
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void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem, s32 breath) {
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InventoryList *mainlist = inventory->getList("main");
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if (mainlist == NULL) {
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errorstream << "draw_hotbar(): mainlist == NULL" << std::endl;
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@ -295,6 +295,9 @@ void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem) {
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if (player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE)
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drawStatbar(pos - v2s32(0, 4), HUD_CORNER_LOWER, HUD_DIR_LEFT_RIGHT,
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"heart.png", halfheartcount, v2s32(0, 0));
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if (player->hud_flags & HUD_FLAG_BREATHBAR_VISIBLE && breath <= 10)
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drawStatbar(pos - v2s32(-180, 4), HUD_CORNER_LOWER, HUD_DIR_LEFT_RIGHT,
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"bubble.png", breath*2, v2s32(0, 0));
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}
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@ -35,6 +35,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define HUD_FLAG_HEALTHBAR_VISIBLE (1 << 1)
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#define HUD_FLAG_CROSSHAIR_VISIBLE (1 << 2)
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#define HUD_FLAG_WIELDITEM_VISIBLE (1 << 3)
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#define HUD_FLAG_BREATHBAR_VISIBLE (1 << 4)
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#define HUD_PARAM_HOTBAR_ITEMCOUNT 1
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@ -122,7 +123,7 @@ public:
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void drawStatbar(v2s32 pos, u16 corner, u16 drawdir,
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std::string texture, s32 count, v2s32 offset);
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void drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem);
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void drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem, s32 breath);
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void resizeHotbar();
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void drawCrosshair();
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@ -211,6 +211,7 @@ void ContentFeatures::reset()
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liquid_alternative_source = "";
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liquid_viscosity = 0;
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liquid_renewable = true;
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drowning = true;
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light_source = 0;
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damage_per_second = 0;
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node_box = NodeBox();
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@ -279,6 +280,7 @@ void ContentFeatures::serialize(std::ostream &os, u16 protocol_version)
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writeU8(os, rightclickable);
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// Stuff below should be moved to correct place in a version that otherwise changes
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// the protocol version
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writeU8(os, drowning);
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}
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void ContentFeatures::deSerialize(std::istream &is)
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@ -343,6 +345,7 @@ void ContentFeatures::deSerialize(std::istream &is)
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try{
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// Stuff below should be moved to correct place in a version that
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// otherwise changes the protocol version
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drowning = readU8(is);
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}catch(SerializationError &e) {};
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}
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@ -219,6 +219,7 @@ struct ContentFeatures
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u8 liquid_viscosity;
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// Is liquid renewable (new liquid source will be created between 2 existing)
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bool liquid_renewable;
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bool drowning;
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// Amount of light the node emits
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u8 light_source;
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u32 damage_per_second;
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@ -36,6 +36,7 @@ Player::Player(IGameDef *gamedef):
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camera_barely_in_ceiling(false),
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inventory(gamedef->idef()),
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hp(PLAYER_MAX_HP),
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breath(-1),
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peer_id(PEER_ID_INEXISTENT),
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// protected
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m_gamedef(gamedef),
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@ -80,7 +81,8 @@ Player::Player(IGameDef *gamedef):
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physics_override_gravity = 1;
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hud_flags = HUD_FLAG_HOTBAR_VISIBLE | HUD_FLAG_HEALTHBAR_VISIBLE |
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HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE;
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HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE |
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HUD_FLAG_BREATHBAR_VISIBLE;
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hud_hotbar_itemcount = HUD_HOTBAR_ITEMCOUNT_DEFAULT;
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}
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@ -232,6 +232,7 @@ public:
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float physics_override_gravity;
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u16 hp;
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u16 breath;
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float hurt_tilt_timer;
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float hurt_tilt_strength;
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@ -389,6 +389,7 @@ ContentFeatures read_content_features(lua_State *L, int index)
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f.liquid_viscosity = getintfield_default(L, index,
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"liquid_viscosity", f.liquid_viscosity);
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getboolfield(L, index, "liquid_renewable", f.liquid_renewable);
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getboolfield(L, index, "drowning", f.drowning);
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// Amount of light the node emits
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f.light_source = getintfield_default(L, index,
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"light_source", f.light_source);
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@ -62,6 +62,7 @@ struct EnumString es_HudBuiltinElement[] =
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{HUD_FLAG_HEALTHBAR_VISIBLE, "healthbar"},
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{HUD_FLAG_CROSSHAIR_VISIBLE, "crosshair"},
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{HUD_FLAG_WIELDITEM_VISIBLE, "wielditem"},
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{HUD_FLAG_BREATHBAR_VISIBLE, "breathbar"},
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{0, NULL},
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};
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