better name tags and tablist
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@@ -3,9 +3,6 @@ package org.auraclient.auraclient.mixin;
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import net.minecraft.client.MinecraftClient;
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import net.minecraft.client.font.TextRenderer;
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import net.minecraft.client.font.TextRenderer.TextLayerType;
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import net.minecraft.client.render.OverlayTexture;
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import net.minecraft.client.render.RenderLayer;
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import net.minecraft.client.render.VertexConsumer;
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import net.minecraft.client.render.VertexConsumerProvider;
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import net.minecraft.client.render.entity.EntityRenderDispatcher;
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import net.minecraft.client.render.entity.EntityRenderer;
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@@ -13,7 +10,6 @@ import net.minecraft.client.render.entity.state.EntityRenderState;
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import net.minecraft.client.render.entity.state.PlayerEntityRenderState;
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import net.minecraft.client.util.math.MatrixStack;
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import net.minecraft.text.Text;
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import net.minecraft.util.Identifier;
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import net.minecraft.util.math.Vec3d;
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import net.minecraft.client.render.LightmapTextureManager;
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@@ -23,166 +19,39 @@ import org.spongepowered.asm.mixin.Mixin;
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import org.spongepowered.asm.mixin.Overwrite;
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import org.spongepowered.asm.mixin.Shadow;
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import com.mojang.blaze3d.systems.RenderSystem;
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@Mixin(EntityRenderer.class)
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public abstract class NameTagMixin<S extends EntityRenderState> {
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private static final Identifier BADGE_TEXTURE = Identifier.of("auraclient", "icon.png");
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@Shadow
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public EntityRenderDispatcher dispatcher;
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@Overwrite
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public void renderLabelIfPresent(S state, Text text, MatrixStack matrices,
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public void renderLabelIfPresent(S state, Text text_o, MatrixStack matrices,
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VertexConsumerProvider vertexConsumers, int light) {
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if (isAura(state)) {
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Text text = isAura(state) ? Text.literal("" + "HexLeo") : text_o;
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Vec3d vec3d = state.nameLabelPos;
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if (vec3d != null) {
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boolean bl = !state.sneaking;
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int i = "deadmau5".equals(text.getString()) ? -10 : 0;
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matrices.push();
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matrices.translate(0.0f, 0.0f, 0.0f);
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double y = state.nameLabelPos.y;
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renderTextAtOrigin(state, y, text, matrices, vertexConsumers, light);
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matrices.pop();
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} else {
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Vec3d vec3d = state.nameLabelPos;
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if (vec3d != null) {
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boolean bl = !state.sneaking;
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int i = "deadmau5".equals(text.getString()) ? -10 : 0;
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matrices.push();
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matrices.translate(vec3d.x, vec3d.y + 0.5, vec3d.z);
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matrices.multiply(this.dispatcher.getRotation());
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matrices.scale(0.025F, -0.025F, 0.025F);
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Matrix4f matrix4f = matrices.peek().getPositionMatrix();
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TextRenderer textRenderer = MinecraftClient.getInstance().textRenderer;
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float f = (float) (-textRenderer.getWidth(text)) / 2.0F;
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int j = (int) (MinecraftClient.getInstance().options.getTextBackgroundOpacity(0.25F)
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* 255.0F) << 24;
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textRenderer.draw(text, f, (float) i, -2130706433, false, matrix4f, vertexConsumers,
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bl ? TextLayerType.SEE_THROUGH : TextLayerType.NORMAL, j, light);
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if (bl) {
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textRenderer.draw(text, f, (float) i, -1, false, matrix4f, vertexConsumers,
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TextLayerType.NORMAL, 0,
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LightmapTextureManager.applyEmission(light, 2));
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}
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matrices.pop();
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matrices.translate(vec3d.x, vec3d.y + 0.5, vec3d.z);
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matrices.multiply(this.dispatcher.getRotation());
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matrices.scale(0.025F, -0.025F, 0.025F);
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Matrix4f matrix4f = matrices.peek().getPositionMatrix();
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TextRenderer textRenderer = MinecraftClient.getInstance().textRenderer;
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float f = (float) (-textRenderer.getWidth(text)) / 2.0F;
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int j = (int) (MinecraftClient.getInstance().options.getTextBackgroundOpacity(0.25F) * 255.0F) << 24;
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textRenderer.draw(text, f, (float) i, -2130706433, false, matrix4f, vertexConsumers,
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bl ? TextLayerType.SEE_THROUGH : TextLayerType.NORMAL, j, light);
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if (bl) {
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textRenderer.draw(text, f, (float) i, -1, false, matrix4f, vertexConsumers, TextLayerType.NORMAL, 0,
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LightmapTextureManager.applyEmission(light, 2));
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}
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matrices.pop();
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}
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}
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private void renderTextAtOrigin(S state, double y, Text text, MatrixStack matrices,
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VertexConsumerProvider vertexConsumers, int light) {
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matrices.push();
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// Move up slightly
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matrices.translate(0.0f, y + 0.5f, 0.0f);
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// Apply rotation to face the camera
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matrices.multiply(dispatcher.getRotation());
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// Scale text and badge to a readable size
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matrices.scale(0.025F, -0.025F, 0.025F);
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// Offset the text to avoid Z-fighting
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matrices.translate(0.0F, 0.0F, -0.01F);
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Matrix4f matrix4f = matrices.peek().getPositionMatrix();
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net.minecraft.client.font.TextRenderer textRenderer = MinecraftClient.getInstance().textRenderer;
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float textWidth = textRenderer.getWidth(text);
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float badgeSize = textWidth * 0.20f;
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float totalWidth = textWidth + badgeSize + 4;
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// Adjust text position to make space for badge
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float xStart = -totalWidth / 2 + badgeSize;
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float backgroundX = -totalWidth / 2 - 3.9f;
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int j = (int) (MinecraftClient.getInstance().options.getTextBackgroundOpacity(0.25F)
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* 255.0F) << 24;
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boolean bl = !state.sneaking;
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if (bl) {
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drawBackground(state, matrices, vertexConsumers, backgroundX, -1.5f, totalWidth, 10, j);
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}
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renderBadgeIcon(matrices, vertexConsumers, xStart - badgeSize + 1, 3.4f, badgeSize);
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textRenderer.draw(text, xStart, 0, -2130706433, false, matrix4f, vertexConsumers,
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bl ? TextLayerType.SEE_THROUGH : TextLayerType.NORMAL, 0, light);
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if (bl) {
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textRenderer.draw(text, xStart, 0, -1, false, matrix4f, vertexConsumers,
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TextLayerType.NORMAL, 0,
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LightmapTextureManager.applyEmission(light, 2));
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}
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matrices.pop();
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}
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/**
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* Draws a single background behind both text and badge.
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*/
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private void drawBackground(S state, MatrixStack matrices, VertexConsumerProvider vertexConsumers,
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float x, float y, float width, float height, int color) {
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Matrix4f matrix = matrices.peek().getPositionMatrix();
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VertexConsumer vertexConsumer = vertexConsumers.getBuffer(RenderLayer.getTextBackgroundSeeThrough());
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int a = (color >> 24) & 255; // Alpha
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int r = (color >> 16) & 255; // Red
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int g = (color >> 8) & 255; // Green
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int b = color & 255; // Blue
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float z = 0;
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vertexConsumer.vertex(matrix, x, y + height, z).color(r, g, b, a).texture(0, 1).light(0xF000F0)
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.overlay(OverlayTexture.DEFAULT_UV).normal(0, 0, 1);
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vertexConsumer.vertex(matrix, x + width, y + height, z).color(r, g, b, a).texture(1, 1).light(0xF000F0)
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.overlay(OverlayTexture.DEFAULT_UV).normal(0, 0, 1);
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vertexConsumer.vertex(matrix, x + width, y, z).color(r, g, b, a).texture(1, 0).light(0xF000F0)
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.overlay(OverlayTexture.DEFAULT_UV).normal(0, 0, 1);
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vertexConsumer.vertex(matrix, x, y, z).color(r, g, b, a).texture(0, 0).light(0xF000F0)
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.overlay(OverlayTexture.DEFAULT_UV).normal(0, 0, 1);
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}
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private void renderBadgeIcon(MatrixStack matrices, VertexConsumerProvider vertexConsumers, float x, float y,
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float size) {
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// Push the current matrix to stack
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matrices.push();
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// Set the position and scale for the badge
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matrices.translate(x, y, 0);
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matrices.scale(size, size, size);
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// Ensure the texture is binded for the badge
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RenderSystem.setShaderTexture(0, BADGE_TEXTURE); // Bind your badge texture here
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// Disable depth testing to always render on top
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RenderSystem.disableDepthTest();
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// Enable blending for transparency
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RenderSystem.enableBlend();
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RenderSystem.defaultBlendFunc(); // Standard alpha blending
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// Set up the vertex consumer for the texture rendering
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VertexConsumer vertexConsumer = vertexConsumers.getBuffer(RenderLayer.getEntityAlpha(BADGE_TEXTURE));
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Matrix4f matrix = matrices.peek().getPositionMatrix();
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int light = LightmapTextureManager.MAX_LIGHT_COORDINATE;
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// Render the badge icon (a quad with your badge texture)
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vertexConsumer.vertex(matrix, -0.5f, -0.5f, 0).color(255, 255, 255, 255).texture(0, 0).light(light)
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.overlay(OverlayTexture.DEFAULT_UV).normal(0, 0, 1);
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vertexConsumer.vertex(matrix, 0.5f, -0.5f, 0).color(255, 255, 255, 255).texture(1, 0).light(light)
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.overlay(OverlayTexture.DEFAULT_UV).normal(0, 0, 1);
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vertexConsumer.vertex(matrix, 0.5f, 0.5f, 0).color(255, 255, 255, 255).texture(1, 1).light(light)
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.overlay(OverlayTexture.DEFAULT_UV).normal(0, 0, 1);
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vertexConsumer.vertex(matrix, -0.5f, 0.5f, 0).color(255, 255, 255, 255).texture(0, 1).light(light)
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.overlay(OverlayTexture.DEFAULT_UV).normal(0, 0, 1);
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// Restore OpenGL states
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RenderSystem.enableDepthTest();
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RenderSystem.disableBlend();
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// Pop the matrix stack after rendering
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matrices.pop();
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}
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private boolean isAura(S state) {
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if (state instanceof PlayerEntityRenderState) {
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String name = ((PlayerEntityRenderState) state).name;
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@@ -0,0 +1,22 @@
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package org.auraclient.auraclient.mixin;
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import org.auraclient.auraclient.auth.AuraApi;
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import org.jetbrains.annotations.Nullable;
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import org.spongepowered.asm.mixin.Mixin;
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import org.spongepowered.asm.mixin.Overwrite;
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import org.spongepowered.asm.mixin.Shadow;
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import net.minecraft.client.network.PlayerListEntry;
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import net.minecraft.text.Text;
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@Mixin(PlayerListEntry.class)
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public abstract class TabListMixin {
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@Shadow
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private Text displayName;
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@Overwrite
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@Nullable
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public Text getDisplayName() {
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String name = displayName.getString();
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return Text.literal(AuraApi.playerNames.containsKey(name) ? "" + name : name);
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}
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}
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