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…tead of attack speed The pack now overrides the crosshair and hotbar attack-indicator sprites with marker-alpha texels, which core/position_tex_color discards while the HUD is hidden. This replaces the client-side attack speed, which could not cover the tick after the attack ticker resets.
…copied sprites The GUI sprite shader matches each vertex against the vanilla attack-indicator quads while the HUD is hidden and discards a quad only when all four corners match.
…eat/fullscreen-cooldown
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Every click on a full-screen window is an attack on the client, so the vanilla attack-cooldown indicator flashed under the crosshair (or beside the hotbar) after each click. It no longer shows while a full-screen window is open, and nothing changes outside one.
While the HUD is hidden, the pack's
core/position_tex_colordrops exactly the indicator quads. It checks each vertex against the corners of the four rects vanilla draws them at: the crosshair strip and the full icon (fromHud.extractCrosshair), and the hotbar indicator on either side (fromextractItemHotbar). Progress bars match on their fixed edges. Each rect keeps its own flag, and a fragment is discarded only when its quad fully matches a rect and the fragment lies inside that rect. GUI size follows the client's rounding (ceil of framebuffer / scale). No vanilla art is shipped, and nothing is drawn differently outside full-screen windows.Checked in a real 26.2 client at 1920x1080 GUI 4 and 1280x724 GUI 3: no indicator right after clicks in a full-screen window, and the vanilla indicator after closing it. The match assumes GUI scales up to 100.
Stacked on #131.
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