DecimalFormat d = new DecimalFormat("#,###");
GL11.glPushAttrib(GL11.GL_ALL_ATTRIB_BITS);
GL11.glPushMatrix();
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
mc.renderEngine.bindTexture(overlayBar);
<BUG>GL11.glTranslatef(mc.displayWidth/4 - BAR_WIDTH - 10, mc.displayHeight/2 - 39, 0);
drawTexturedModalRect(0, 0, 0, 0, BAR_WIDTH, BAR_HEIGHT);</BUG>
drawTexturedModalRect(0, 0, 0, BAR_HEIGHT, (int)(BAR_WIDTH*(player.getTotalArmorValue()/20f)), BAR_HEIGHT);
GL11.glPushMatrix();
GL11.glTranslatef(1, 1, 0);

DecimalFormat d = new DecimalFormat("#,###");
GL11.glPushAttrib(GL11.GL_ALL_ATTRIB_BITS);
GL11.glPushMatrix();
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
mc.renderEngine.bindTexture(overlayBar);
final int vanillaExpLeftX = screenWidth / 2 - 91; // leftmost edge of the experience bar
final int vanillaExpTopY = screenHeight - 32 + 3;  // top of the experience bar
GL11.glTranslatef(vanillaExpLeftX, vanillaExpTopY - BAR_SPACING_ABOVE_EXP_BAR - BAR_HEIGHT, 0);
drawTexturedModalRect(0, 0, 0, 0, BAR_WIDTH, BAR_HEIGHT);
drawTexturedModalRect(0, 0, 0, BAR_HEIGHT, (int)(BAR_WIDTH*(player.getTotalArmorValue()/20f)), BAR_HEIGHT);
GL11.glPushMatrix();
GL11.glTranslatef(1, 1, 0);
