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feat: implement hardcore hearts with game mode lock
Display hardcore heart textures when a world is in hardcore mode, matching Java Edition behavior. Hearts switch between normal/hardcore across all states (poison, wither, flash) and all HUD resolutions. C++ changes: - IUIScene_HUD: check isHardcore() and call SetHardcoreMode() each tick - UIScene_HUD: send hardcore boolean to Flash via Iggy, invalidate SetHealth dirty check on state change to force heart redraw - CreateWorldMenu/LoadMenu: lock game mode to Survival when hardcore - MinecraftServer: gate server.properties hardcore override behind MINECRAFT_SERVER_BUILD so offline worlds preserve their saved flag SWF changes (via new Java tools): - AddHardcoreBitmaps: adds 10 hardcore heart bitmaps to graphics SWFs - AddHardcoreHearts: adds 10 new frames (15-24) to health sprite - PatchHudABC: patches HUD ActionScript bytecode with SetHardcore method and frame offset logic (+14 normal/poison, +6 wither) Also updates README changelog styling with consistent ### headings.
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@@ -25,6 +25,7 @@ protected:
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IggyName m_funcRepositionHud, m_funcSetDisplayName, m_funcSetTooltipsEnabled;
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IggyName m_funcSetRidingHorse, m_funcSetHorseHealth, m_funcSetHorseJumpBarProgress;
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IggyName m_funcSetHealthAbsorb;
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IggyName m_funcSetHardcore;
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UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene)
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UI_MAP_ELEMENT(m_labelChatText[0],"Label1")
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UI_MAP_ELEMENT(m_labelChatText[1],"Label2")
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@@ -89,6 +90,7 @@ protected:
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UI_MAP_NAME(m_funcSetHorseJumpBarProgress, L"SetHorseJumpBarProgress")
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UI_MAP_NAME(m_funcSetHealthAbsorb, L"SetHealthAbsorb")
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UI_MAP_NAME(m_funcSetHardcore, L"SetHardcore")
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UI_END_MAP_ELEMENTS_AND_NAMES()
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public:
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@@ -159,6 +161,8 @@ private:
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void SetHealthAbsorb(int healthAbsorb);
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void SetHardcoreMode(bool bHardcore);
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public:
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void SetSelectedLabel(const wstring &label);
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void ShowDisplayName(bool show);
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