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5 | 5 | using Intersect.Client.Framework.Input;
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6 | 6 | using Intersect.Client.General;
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7 | 7 | using Intersect.Client.Interface.Game.DescriptionWindows;
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| 8 | +using Intersect.Client.Interface.Game.Inventory; |
8 | 9 | using Intersect.Client.Networking;
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9 | 10 | using Intersect.Configuration;
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10 | 11 | using Intersect.Framework.Core;
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@@ -280,15 +281,20 @@ public void Update()
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280 | 281 | {
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281 | 282 | for (var i = 0; i < Options.Instance.Player.MaxInventory; i++)
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282 | 283 | {
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283 |
| - if (invWindow.Items[i].RenderBounds().IntersectsWith(dragRect)) |
| 284 | + if(invWindow.Items[i] is not InventoryItem inventoryItem) |
284 | 285 | {
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285 |
| - if (FloatRect.Intersect(invWindow.Items[i].RenderBounds(), dragRect).Width * |
286 |
| - FloatRect.Intersect(invWindow.Items[i].RenderBounds(), dragRect).Height > |
| 286 | + continue; |
| 287 | + } |
| 288 | + |
| 289 | + if (inventoryItem.RenderBounds().IntersectsWith(dragRect)) |
| 290 | + { |
| 291 | + if (FloatRect.Intersect(inventoryItem.RenderBounds(), dragRect).Width * |
| 292 | + FloatRect.Intersect(inventoryItem.RenderBounds(), dragRect).Height > |
287 | 293 | bestIntersect)
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288 | 294 | {
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289 | 295 | bestIntersect =
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290 |
| - FloatRect.Intersect(invWindow.Items[i].RenderBounds(), dragRect).Width * |
291 |
| - FloatRect.Intersect(invWindow.Items[i].RenderBounds(), dragRect).Height; |
| 296 | + FloatRect.Intersect(inventoryItem.RenderBounds(), dragRect).Width * |
| 297 | + FloatRect.Intersect(inventoryItem.RenderBounds(), dragRect).Height; |
292 | 298 |
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293 | 299 | bestIntersectIndex = i;
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294 | 300 | }
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