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const bgWidth         = 0.06;
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const bgHeight        = 0.015;
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const marginLeft      = 0.0015;
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const marginTop       = 0.0015;
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const armourWidth     = bgWidth - marginLeft * 2;
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const armourHeight    = bgHeight - marginTop * 2;
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function drawRectangle(x, y, width, height, r, g, b, alpha) {
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	if (!x || !y || !width || !height)
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		return;
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	r = r ? r : 0;
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	r = g ? g : 0;
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	r = b ? b : 0;
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	alpha = alpha ? alpha : 255;
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	return mp.game.graphics.drawRect(x+width/2, y+height/2, width, height, r, g, b, alpha);
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}
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mp.events.add('render', () => {
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    const screenResolution = mp.game.graphics.getScreenActiveResolution(0, 0);
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    const localPlayer = mp.players.local;
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    const armour = localPlayer.getArmour();
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    const headPosition = localPlayer.getBoneCoords(12844, 0, 0, 0);
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    const headPositionTo2d = mp.game.graphics.world3dToScreen2d(headPosition.x, headPosition.y, headPosition.z+0.44);
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    if(headPositionTo2d) {
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        if(armour > 0) {
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        	const armourCurrentWidth = armour/100.0*armourWidth;
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        	const armourCurrentLess  = armourWidth * Math.abs(1 - (armour/100.0)) / 2;
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        	drawRectangle(headPositionTo2d.x-bgWidth/2, headPositionTo2d.y-bgHeight/2, bgWidth, bgHeight, 0, 0, 0, 150);
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        	drawRectangle(headPositionTo2d.x-bgWidth/2+marginLeft, headPositionTo2d.y-bgHeight/2+marginTop, 
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        		armourCurrentWidth, armourHeight, 155, 89, 182, 255);
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        }
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    }
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});