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fix: off-by-one in enchantment buttons
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@ -258,8 +258,8 @@ void UIScene_EnchantingMenu::customDraw(IggyCustomDrawCallbackRegion* region) {
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int slotId = -1;
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if (region->name != nullptr &&
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std::char_traits<char16_t>::length(region->name) > 11 &&
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std::char_traits<char16_t>::compare(region->name, u"slot_Button", 11) ==
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0) {
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std::char_traits<char16_t>::compare(region->name, u"slot_Button",
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11) == 0) {
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int i = 11;
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slotId = 0;
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@ -270,15 +270,19 @@ void UIScene_EnchantingMenu::customDraw(IggyCustomDrawCallbackRegion* region) {
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}
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if (slotId >= 0) {
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// 4jcraft: sanity check because this code is utter trash garbage
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assert(slotId != 0 &&
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"4J shitcode - attempted to access m_enchantButton with "
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"slot_Button0. this shouldn't happen; if you're reading "
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"this then go bug someone on GitHub or something");
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// Setup GDraw, normal game render states and matrices
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CustomDrawData* customDrawRegion = ui.setupCustomDraw(this, region);
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delete customDrawRegion;
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const char* namews = wstringtofilename(u16string_to_wstring(region->name));
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std::println("render slot {} {}", namews, slotId);
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m_enchantButton[slotId].render(region);
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// 4jcraft: NOTE: if slotId == 0 this is UB, but it never is in
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// practice, plus added the assertion above as a sanity check
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m_enchantButton[slotId - 1].render(region);
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// Finish GDraw and anything else that needs to be finalised
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ui.endCustomDraw(region);
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