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Render HUD before Panels (in this Case 'Panels' only does mean Inventory Panel). This is to avoid Entity Labels to be renderd above the Inventory Panel. Fixes #936
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@ -795,11 +795,11 @@ func (g *GameControls) isInActiveMenusRect(px, py int) bool {
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// Render draws the GameControls onto the target
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func (g *GameControls) Render(target d2interface.Surface) error {
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if err := g.renderPanels(target); err != nil {
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if err := g.hud.Render(target); err != nil {
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return err
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}
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if err := g.hud.Render(target); err != nil {
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if err := g.renderPanels(target); err != nil {
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return err
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}
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