refactor
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@@ -324,7 +324,7 @@ void Hud::update(bool visible) {
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const auto& chunks = *player.chunks;
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const auto& menu = gui.getMenu();
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debugPanel->setVisible(player.debug && visible);
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debugPanel->setVisible(debug && visible);
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if (!visible && inventoryOpen) {
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closeInventory();
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@@ -359,7 +359,7 @@ void Hud::update(bool visible) {
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if (visible) {
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for (auto& element : elements) {
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element.update(pause, inventoryOpen, player.debug);
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element.update(pause, inventoryOpen, debug);
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if (element.isRemoved()) {
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onRemove(element);
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}
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@@ -367,8 +367,8 @@ void Hud::update(bool visible) {
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}
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cleanup();
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debugMinimap->setVisible(player.debug && showGeneratorMinimap);
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if (player.debug && showGeneratorMinimap) {
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debugMinimap->setVisible(debug && showGeneratorMinimap);
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if (debug && showGeneratorMinimap) {
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updateWorldGenDebugVisualization();
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}
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}
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@@ -585,6 +585,10 @@ void Hud::remove(const std::shared_ptr<UINode>& node) {
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cleanup();
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}
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void Hud::setDebug(bool flag) {
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debug = flag;
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}
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void Hud::draw(const DrawContext& ctx){
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const Viewport& viewport = ctx.getViewport();
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const uint width = viewport.getWidth();
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@@ -602,7 +606,7 @@ void Hud::draw(const DrawContext& ctx){
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uishader.uniformMatrix("u_projview", uicamera->getProjView());
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// Crosshair
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if (!pause && !inventoryOpen && !player.debug) {
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if (!pause && !inventoryOpen && !debug) {
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DrawContext chctx = ctx.sub(batch);
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chctx.setBlendMode(BlendMode::inversion);
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auto texture = assets.get<Texture>("gui/crosshair");
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