public static void renderLootDialog(){
		// in actual state it is centered
		
		int dialogWidth = 96;
		int dialogHeight = 32 + 16*loot.size();
		int dialogX;
		
		int x = Game.PLAYER.getCameraX();
		int y = Game.PLAYER.getCameraY();
		
		if(Game.UI.isRenderingInventory() || Game.UI.isRenderingPlayerStats()){
			dialogX = x + Game.SCREEN_WIDTH/2+5*40+2 + 50;
		}else{
			dialogX = x + Game.SCREEN_WIDTH/2 - dialogWidth/2;
		}
		
		GL11.glDisable(GL11.GL_TEXTURE_2D);
		
		GL11.glColor3f(0.5f, 0.5f, 0.5f);
		GL11.glBegin(GL11.GL_QUADS);
		GL11.glVertex2f(dialogX - 2, y + Game.SCREEN_HEIGHT/2 - dialogHeight - 2);
		GL11.glVertex2f(dialogX + dialogWidth + 2, y + Game.SCREEN_HEIGHT/2 - dialogHeight - 2);
		GL11.glVertex2f(dialogX + dialogWidth +2, y + Game.SCREEN_HEIGHT/2 + dialogHeight + 2);
		GL11.glVertex2f(dialogX - 2, y + Game.SCREEN_HEIGHT/2 + dialogHeight + 2);
		GL11.glEnd();
		
		GL11.glColor3f(0.3f, 0.3f, 0.3f);
		GL11.glBegin(GL11.GL_QUADS);
		GL11.glVertex2f(dialogX, y + Game.SCREEN_HEIGHT/2 - dialogHeight);
		GL11.glVertex2f(dialogX + dialogWidth, y + Game.SCREEN_HEIGHT/2 - dialogHeight);
		GL11.glVertex2f(dialogX + dialogWidth, y + Game.SCREEN_HEIGHT/2 + dialogHeight);
		GL11.glVertex2f(dialogX, y + Game.SCREEN_HEIGHT/2 + dialogHeight);
		GL11.glEnd();
		
		GL11.glEnable(GL11.GL_TEXTURE_2D);
		
		for (Item item : loot) {
			int i = loot.indexOf(item) + 1;
			
			GL11.glDisable(GL11.GL_TEXTURE_2D);
			
			GL11.glColor3f(0.5f, 0.5f, 0.5f);
			GL11.glBegin(GL11.GL_QUADS);
			GL11.glVertex2f(dialogX + dialogWidth/2 - 16, y + Game.SCREEN_HEIGHT/2 + dialogHeight - i*4 - i*32 - 32);
			GL11.glVertex2f(dialogX + dialogWidth/2 + 16, y + Game.SCREEN_HEIGHT/2 + dialogHeight - i*4 - i*32 - 32);
			GL11.glVertex2f(dialogX + dialogWidth/2 + 16, y + Game.SCREEN_HEIGHT/2 + dialogHeight - i*4 - i*32);
			GL11.glVertex2f(dialogX + dialogWidth/2 - 16, y + Game.SCREEN_HEIGHT/2 + dialogHeight - i*4 - i*32);
			GL11.glEnd();
			
			GL11.glEnable(GL11.GL_TEXTURE_2D);
			
			GL11.glColor3f(1, 1, 1);
			item.render(dialogX + dialogWidth/2 - 16, y + Game.SCREEN_HEIGHT/2 + dialogHeight - i*4 - i*32 - 32);
			String msg = Integer.toString(item.getStacks());
			if(item.isStackable()) Font.render(msg, dialogX + dialogWidth/2 + 16 - msg.length()* 8, y + Game.SCREEN_HEIGHT/2 + dialogHeight - i*4 - i*32 - 32);
		}
		
		if(hoveredItem!= null) ItemInfo.render(hoveredItem);
		if(hoveredArmor != null) ArmorInfo.render(hoveredArmor);
		
	}