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fix: wire TOGGLE_CHARACTER_SCREEN (C) and TOGGLE_BAGS (B) keybindings
Both actions were defined in KeybindingManager but never wired to the input handling block — C had no effect and B did nothing. Connect them: - C toggles inventoryScreen's character panel (equipment slots view) - B opens all separate bags, or falls back to toggling the unified view
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1 changed files with 13 additions and 1 deletions
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@ -2157,11 +2157,23 @@ void GameScreen::processTargetInput(game::GameHandler& gameHandler) {
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}
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}
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}
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}
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// Toggle nameplates (customizable keybinding, default V)
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// Toggle character screen (C) and inventory/bags (I)
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if (KeybindingManager::getInstance().isActionPressed(KeybindingManager::Action::TOGGLE_CHARACTER_SCREEN)) {
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inventoryScreen.toggleCharacter();
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}
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if (KeybindingManager::getInstance().isActionPressed(KeybindingManager::Action::TOGGLE_INVENTORY)) {
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if (KeybindingManager::getInstance().isActionPressed(KeybindingManager::Action::TOGGLE_INVENTORY)) {
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inventoryScreen.toggle();
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inventoryScreen.toggle();
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}
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}
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if (KeybindingManager::getInstance().isActionPressed(KeybindingManager::Action::TOGGLE_BAGS)) {
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if (inventoryScreen.isSeparateBags()) {
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inventoryScreen.openAllBags();
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} else {
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inventoryScreen.toggle();
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}
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}
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if (KeybindingManager::getInstance().isActionPressed(KeybindingManager::Action::TOGGLE_NAMEPLATES)) {
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if (KeybindingManager::getInstance().isActionPressed(KeybindingManager::Action::TOGGLE_NAMEPLATES)) {
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showNameplates_ = !showNameplates_;
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showNameplates_ = !showNameplates_;
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}
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}
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