temp fix on qty
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@@ -369,19 +369,19 @@ func (gd *GameReader) Inventory(rawPlayerUnits RawPlayerUnits, hover data.HoverD
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statsListExPtr := uintptr(ReadUIntFromBuffer(itemDataBuffer, 0x88, Uint64))
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statsListExPtr := uintptr(ReadUIntFromBuffer(itemDataBuffer, 0x88, Uint64))
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itm.BaseStats, itm.Stats = gd.getItemStats(statsListExPtr)
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itm.BaseStats, itm.Stats = gd.getItemStats(statsListExPtr)
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// Read stack quantity from UnitData+0x9C (DLC tabs store quantity here instead of in stats)
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// // Read stack quantity from UnitData+0x9C (DLC tabs store quantity here instead of in stats)
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stackQty := gd.Process.ReadUInt(unitDataPtr+0x9C, Uint32)
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// stackQty := gd.Process.ReadUInt(unitDataPtr+0x9C, Uint32)
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found := false
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// found := false
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for i := range itm.Stats {
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// for i := range itm.Stats {
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if itm.Stats[i].ID == stat.Quantity && itm.Stats[i].Layer == 0 {
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// if itm.Stats[i].ID == stat.Quantity && itm.Stats[i].Layer == 0 {
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itm.Stats[i].Value = int(stackQty)
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// itm.Stats[i].Value = int(stackQty)
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found = true
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// found = true
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break
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// break
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}
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// }
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}
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// }
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if !found && stackQty > 0 {
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// if !found && stackQty > 0 {
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itm.Stats = append(itm.Stats, stat.Data{ID: stat.Quantity, Value: int(stackQty), Layer: 0})
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// itm.Stats = append(itm.Stats, stat.Data{ID: stat.Quantity, Value: int(stackQty), Layer: 0})
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}
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// }
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// Process socket information
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// Process socket information
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if location == item.LocationSocket {
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if location == item.LocationSocket {
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