···5858 final int armorWidth = 15;
59596060// Added check for Above_Health_Bar -Dino
6161- float hungerX = scaledWidth / 2f + (config.ABOVE_HEALTH_BAR
6262- && client.player.getMaxHealth() + client.player.getMaxAbsorption() < 180 ? -10 : 91);
6161+ float hungerX = scaledWidth / 2f + (client.player.getMaxHealth() + client.player.getMaxAbsorption() < 180 ? -10 : 91);
6362 EquipmentSlot[] slots = EquipmentSlot.values();
6463 // counts empty slots to center condensed armor bar, don't like having to loop through the equip slots twice but idk how else to center this dynamically -dino
6564 int emptyArmorSlots = 0;
···112111/* TODO: fix visual bug where remaining hearts available (>20hp) get removed later than armor hud -Dino
113112 Skips unnecessary checks when Above_Health_Bar is on, not a fan of the extra if statement, but it works -Dino
114113 Note: setting gets turned off above 9 rows of hearts, since the hud will fly off the screen at some point -Dino */
115115- if (config.ABOVE_HEALTH_BAR && client.player.getMaxHealth() + client.player.getMaxAbsorption() < 180) {
114114+ if (client.player.getMaxHealth() + client.player.getMaxAbsorption() < 180) {
116115/* Displacement calculation extracted for clarity. -Dino
117116 Calc breaks above 90 hearts since hearts don't get condensed further, so it overshoots down -Dino */
118117 int playerHealthRows = (int) Math.ceil((client.player.getMaxHealth() + client.player.getMaxAbsorption()) / 20);