Move entity hider logic to plugin
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@@ -376,6 +376,13 @@ public interface Client extends OAuthApi, GameEngine
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*/
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Player getLocalPlayer();
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/**
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* Get the local player's follower, such as a pet
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* @return
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*/
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@Nullable
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NPC getFollower();
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/**
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* Gets the item composition corresponding to an items ID.
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*
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@@ -1628,112 +1635,6 @@ public interface Client extends OAuthApi, GameEngine
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*/
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int getItemPressedDuration();
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/**
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* Sets whether the client is hiding entities.
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* <p>
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* This method does not itself hide any entities. It behaves as a master
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* switch for whether or not any of the related entities are hidden or
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* shown. If this method is set to false, changing the configurations for
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* specific entities will have no effect.
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*
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* @param state new entity hiding state
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*/
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void setIsHidingEntities(boolean state);
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/**
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* Sets whether or not other players are hidden.
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*
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* @param state the new player hidden state
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*/
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void setOthersHidden(boolean state);
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/**
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* Sets whether 2D sprites related to the other players are hidden.
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* (ie. overhead prayers, PK skull)
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*
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* @param state the new player 2D hidden state
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*/
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void setOthersHidden2D(boolean state);
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/**
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* Sets whether or not friends are hidden.
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*
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* @param state the new friends hidden state
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*/
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void setFriendsHidden(boolean state);
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/**
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* Sets whether or not friends chat members are hidden.
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*
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* @param state the new friends chat member hidden state
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*/
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void setFriendsChatMembersHidden(boolean state);
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/**
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* Sets whether or not clan members are hidden.
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*
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* @param state the new clan chat member hidden state
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*/
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void setClanChatMembersHidden(boolean state);
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/**
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* Sets whether or not ignored players are hidden.
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*
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* @param state the new ignored player hidden state
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*/
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void setIgnoresHidden(boolean state);
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/**
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* Sets whether the local player is hidden.
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*
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* @param state new local player hidden state
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*/
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void setLocalPlayerHidden(boolean state);
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/**
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* Sets whether 2D sprites related to the local player are hidden.
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* (ie. overhead prayers, PK skull)
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*
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* @param state new local player 2D hidden state
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*/
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void setLocalPlayerHidden2D(boolean state);
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/**
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* Sets whether NPCs are hidden.
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*
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* @param state new NPC hidden state
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*/
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void setNPCsHidden(boolean state);
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/**
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* Sets whether 2D sprites related to the NPCs are hidden.
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* (ie. overhead prayers)
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*
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* @param state new NPC 2D hidden state
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*/
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void setNPCsHidden2D(boolean state);
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/**
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* Sets whether Pets from other players are hidden.
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*
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* @param state new pet hidden state
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*/
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void setPetsHidden(boolean state);
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/**
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* Sets whether attacking players or NPCs are hidden.
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*
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* @param state new attacker hidden state
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*/
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void setAttackersHidden(boolean state);
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/**
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* Sets whether projectiles are hidden.
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*
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* @param state new projectile hidden state
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*/
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void setProjectilesHidden(boolean state);
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/**
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* Gets an array of tile collision data.
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* <p>
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@@ -30,6 +30,7 @@ import java.awt.event.MouseEvent;
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import java.awt.event.MouseWheelEvent;
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import java.util.List;
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import net.runelite.api.MainBufferProvider;
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import net.runelite.api.Renderable;
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import net.runelite.api.widgets.Widget;
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import net.runelite.api.widgets.WidgetItem;
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@@ -185,4 +186,12 @@ public interface Callbacks
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* @param keyEvent the key event
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*/
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void keyTyped(KeyEvent keyEvent);
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/**
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* Called to test if a renderable should be drawn this frame
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* @param renderable the renderable
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* @param drawingUi if this is the 2d ui, such as hp bars or hitsplats
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* @return false to prevent drawing
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*/
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boolean draw(Renderable renderable, boolean drawingUi);
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}
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