smol fix
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@@ -436,7 +436,8 @@ namespace Game
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for (int32_t j = 0; j < UIAvailableCardMaxStackPreview; j++)
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for (int32_t j = 0; j < UIAvailableCardMaxStackPreview; j++)
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{
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{
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auto& quad = level.UIQuads.Get(UIAvailableCards[i * UIAvailableCardMaxStackPreview + j]);
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auto& quad = level.UIQuads.Get(UIAvailableCards[i * UIAvailableCardMaxStackPreview + j]);
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if (i < Data.AvailableCardCount & j < card.MaxAvailableCount - card.UsedCount)
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int32_t remaining = (int32_t)card.MaxAvailableCount - (int32_t)card.UsedCount;
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if (i < Data.AvailableCardCount && j < remaining)
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{
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{
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quad.EData.Visible = IsActive;
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quad.EData.Visible = IsActive;
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quad.EData.TextureHandle = Puzzle::IsValid(Data.AvailableCards[i].RefCard)
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quad.EData.TextureHandle = Puzzle::IsValid(Data.AvailableCards[i].RefCard)
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@@ -454,7 +455,6 @@ namespace Game
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if (j == 0)
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if (j == 0)
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{
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{
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Vec3 quadPlaneIntersectPos;
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Vec3 quadPlaneIntersectPos;
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if (IsQuadHovered(quad.EData.Transform, mousePosWorld, quadPlaneIntersectPos) &&
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if (IsQuadHovered(quad.EData.Transform, mousePosWorld, quadPlaneIntersectPos) &&
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DraggedAvailableCardIdx == UINT16_MAX && DraggedCard.X == -1 &&
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DraggedAvailableCardIdx == UINT16_MAX && DraggedCard.X == -1 &&
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