                    {
                        nickY = npBarYMp - 18.0f;
                        if (m_dwID >= 0 && m_dwID < 1000)
                            nameY = npKillY + 14.0f + 12.0f;
                        else
                            nameY = npBarYHp + npBarH + 4.0f;
                    }
                    else if (m_dwID >= 0 && m_dwID < 1000)
                    {
                        nameY = nPosY + 26.0f;
                    }

                    fWidthRatio = RenderDevice::m_fWidthRatio;
                    if (m_pNameLabel)
                        m_pNameLabel->m_cBorder = 0;
                    m_pNameLabel->SetRealPos((float)vPosInX - (((float)(6 * (nLen2 + 2)) * RenderDevice::m_fWidthRatio) / 2.0f), 
                        nameY);

                    if (m_stGuildMark.pGuildMark)
                        m_stGuildMark.pGuildMark->SetRealPos(((float)vPosInX - (((float)(6 * (nLen2 + 2)) * fWidthRatio) / 2.0f)) - 10.0f, 
                            nameY + 2.0f);

                    // /tab: acima da barra MP; border off (underline = artefato GDI, limpo no TMFont2)
                    m_pNickNameLabel->m_cBorder = 0;
                    m_pNickNameLabel->SetRealPos((float)vPosInX - (((float)(6 * (nLen4 + 2)) * fWidthRatio) / 2.0f), 
                        nickY);

                    if ((int)m_vecPosition.x >> 7 > 1 && (int)m_vecPosition.x >> 7 < 11 && (int)m_vecPosition.y >> 7 < 5)
                    {
                        m_pProgressBar->SetVisible(1);
                        m_pProgressBar1->SetVisible(1);
                        m_pMountHPBar->SetVisible(0);
                        m_pTitleProgressBar->SetVisible(0);
                        m_pTitleNameLabel->SetVisible(0);
                    }

                    else if (m_nClass == 1 || m_nClass == 2 || m_nClass == 4 || m_nClass == 8 || m_nClass == 26 || m_nClass == 33 && 
                        !m_stLookInfo.FaceMesh || m_sHeadIndex == 271 && m_stScore.Reserved & 0xF)
                    {
                        if (_locationCheck(m_vecPosition, 14, 28) && m_sHeadIndex == 51)
                        {
                            m_pProgressBar->SetVisible(1);
                            m_pProgressBar1->SetVisible(1);
                            m_pMountHPBar->SetVisible(0);
                        }
                        else
                        {
                            m_pProgressBar->SetVisible(0);
                            m_pProgressBar1->SetVisible(0);
                            m_pMountHPBar->SetVisible(0);
                            m_pTitleProgressBar->SetVisible(0);
                            m_pTitleNameLabel->SetVisible(0);
                            // Nao esconder m_pKillLabel aqui: classes 1/2/4/8 sao players;
                            // as barras sao reexibidas abaixo e o contador precisa acompanhar.
                        }
                    }

                    auto pFocused = g_pCurrentScene->m_pMyHuman;
                    if (pFocused)
                    {

                        if (!IsMerchant() && m_sHeadIndex != 57 && !m_pAutoTradeDesc->IsVisible())
                        {
                            if (!IsMerchant() && m_sHeadIndex <= 43 && !m_pAutoTradeDesc->IsVisible())//adicionado
                            {
                                m_pProgressBar1->SetVisible(1);
                            }
                            m_pProgressBar->SetVisible(1);

                            // Contador PvP acompanha as barras flutuantes (players)
                            if (m_pKillLabel && m_dwID >= 0 && m_dwID < 1000)
                            {
                                int showKill = 1;
                                if ((int)m_vecPosition.x >> 7 > 16 && (int)m_vecPosition.x >> 7 < 20 &&
                                    (int)m_vecPosition.y >> 7 > 29 && pFScene->m_pMyHuman != this)
                                    showKill = 0;
                                if ((int)m_vecPosition.x >> 7 == 17 && (int)m_vecPosition.y >> 7 == 28)
                                    showKill = 0;
                                m_pKillLabel->SetVisible(showKill);
                            }
                            
                            if (g_pCurrentScene->m_pMyHuman != this && g_pCurrentScene->m_pMouseOverHuman == this)//mostrar barra mp 
                            {
                                if (m_nClass == 56 && !m_stLookInfo.FaceMesh)
                                    m_pProgressBar->SetVisible(0);

                                m_pTitleNameLabel->SetVisible(1);//
                                m_pTitleProgressBar->SetVisible(1);
                            }
                        }

