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Fix vendor window ImGui ID conflicts using loop index
PushID(item.slot) causes conflicting IDs when the server sends items with duplicate or zero slot values. Use the loop index instead, which is always unique regardless of what the server puts in the slot field.
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1 changed files with 3 additions and 2 deletions
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@ -4787,9 +4787,10 @@ void GameScreen::renderVendorWindow(game::GameHandler& gameHandler) {
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ImVec4(1.0f, 0.5f, 0.0f, 1.0f), // 5 Legendary (orange)
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};
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for (const auto& item : vendor.items) {
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for (int vi = 0; vi < static_cast<int>(vendor.items.size()); ++vi) {
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const auto& item = vendor.items[vi];
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ImGui::TableNextRow();
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ImGui::PushID(static_cast<int>(item.slot));
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ImGui::PushID(vi);
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ImGui::TableSetColumnIndex(0);
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auto* info = gameHandler.getItemInfo(item.itemId);
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