Since some people unfortunately rely on fact naming a block Invalid hides it from inventory, let you do that with core blocks too..

This commit is contained in:
UnknownShadow200 2017-02-28 09:18:54 +11:00
parent eca7dd5e3b
commit 283c7695c4

View File

@ -226,7 +226,7 @@ namespace ClassicalSharp.Gui.Screens {
if (game.PureClassic && IsHackBlock(block)) return false; if (game.PureClassic && IsHackBlock(block)) return false;
if (block < Block.CpeCount) { if (block < Block.CpeCount) {
int count = game.UseCPEBlocks ? Block.CpeCount : Block.OriginalCount; int count = game.UseCPEBlocks ? Block.CpeCount : Block.OriginalCount;
return block < count; return block < count && game.BlockInfo.Name[block] != "Invalid";
} }
return game.BlockInfo.Name[block] != "Invalid"; return game.BlockInfo.Name[block] != "Invalid";
} }