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Since some people unfortunately rely on fact naming a block Invalid hides it from inventory, let you do that with core blocks too..
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@ -226,7 +226,7 @@ namespace ClassicalSharp.Gui.Screens {
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if (game.PureClassic && IsHackBlock(block)) return false;
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if (block < Block.CpeCount) {
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int count = game.UseCPEBlocks ? Block.CpeCount : Block.OriginalCount;
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return block < count;
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return block < count && game.BlockInfo.Name[block] != "Invalid";
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}
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return game.BlockInfo.Name[block] != "Invalid";
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}
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