From 283c7695c4bfd0638fe57f6adf165a7d4b1e4ddf Mon Sep 17 00:00:00 2001 From: UnknownShadow200 Date: Tue, 28 Feb 2017 09:18:54 +1100 Subject: [PATCH] Since some people unfortunately rely on fact naming a block Invalid hides it from inventory, let you do that with core blocks too.. --- ClassicalSharp/2D/Screens/Inventory/InventoryScreen.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/ClassicalSharp/2D/Screens/Inventory/InventoryScreen.cs b/ClassicalSharp/2D/Screens/Inventory/InventoryScreen.cs index b242f3a7e..485f842b9 100644 --- a/ClassicalSharp/2D/Screens/Inventory/InventoryScreen.cs +++ b/ClassicalSharp/2D/Screens/Inventory/InventoryScreen.cs @@ -226,7 +226,7 @@ namespace ClassicalSharp.Gui.Screens { if (game.PureClassic && IsHackBlock(block)) return false; if (block < Block.CpeCount) { 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"; }