Allow the cooldown bar to render properly for continuous spells
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@@ -260,7 +260,7 @@ public class GuiSpellDisplay {
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float progress = 1;
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float progress = 1;
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// Doesn't really matter what progress is when in creative, but we might as well avoid the calculation.
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// Doesn't really matter what progress is when in creative, but we might as well avoid the calculation.
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if(!player.isCreative() && !spell.isContinuous){
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if(!player.isCreative()){
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// Subtracted partial tick time to make it smoother
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// Subtracted partial tick time to make it smoother
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progress = maxCooldown == 0 ? 1 : (maxCooldown - (float)cooldown + partialTicks) / maxCooldown;
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progress = maxCooldown == 0 ? 1 : (maxCooldown - (float)cooldown + partialTicks) / maxCooldown;
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}
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}
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