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ui,game: add second action bar (Shift+1-12 keybinds, slots 12-23)
Expand action bar from 12 to 24 slots (2 bars × 12). Bar 2 is rendered above bar 1 and loaded from SMSG_ACTION_BUTTONS slots 12-23. Pressing Shift+number activates the corresponding bar-2 slot. Drag-and-drop, cooldown overlays, and tooltips work identically on both bars. Bar 2 fades slightly when all its slots are empty to minimize visual noise.
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3 changed files with 235 additions and 244 deletions
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@ -588,8 +588,10 @@ public:
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const std::unordered_map<uint32_t, TalentTabEntry>& getAllTalentTabs() const { return talentTabCache_; }
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void loadTalentDbc();
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// Action bar
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static constexpr int ACTION_BAR_SLOTS = 12;
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// Action bar — 2 bars × 12 slots = 24 total
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static constexpr int SLOTS_PER_BAR = 12;
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static constexpr int ACTION_BARS = 2;
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static constexpr int ACTION_BAR_SLOTS = SLOTS_PER_BAR * ACTION_BARS; // 24
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std::array<ActionBarSlot, ACTION_BAR_SLOTS>& getActionBar() { return actionBar; }
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const std::array<ActionBarSlot, ACTION_BAR_SLOTS>& getActionBar() const { return actionBar; }
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void setActionBarSlot(int slot, ActionBarSlot::Type type, uint32_t id);
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@ -1839,7 +1841,7 @@ private:
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bool areaTriggerSuppressFirst_ = false; // suppress first check after map transfer
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float castTimeTotal = 0.0f;
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std::array<ActionBarSlot, 12> actionBar{};
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std::array<ActionBarSlot, ACTION_BAR_SLOTS> actionBar{};
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std::vector<AuraSlot> playerAuras;
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std::vector<AuraSlot> targetAuras;
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uint64_t petGuid_ = 0;
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