Adds explicit inventory window.
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@@ -0,0 +1,69 @@
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using Content.Client.UserInterface;
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using Content.Shared.Input;
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using Robust.Client.GameObjects.EntitySystems;
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using Robust.Client.Player;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Input;
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using Robust.Shared.IoC;
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namespace Content.Client.GameObjects.EntitySystems
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{
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public sealed class ClientInventorySystem : EntitySystem
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{
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#pragma warning disable 649
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[Dependency] private readonly IGameHud _gameHud;
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[Dependency] private readonly IPlayerManager _playerManager;
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#pragma warning restore 649
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public override void Initialize()
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{
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base.Initialize();
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var inputSys = EntitySystemManager.GetEntitySystem<InputSystem>();
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inputSys.BindMap.BindFunction(ContentKeyFunctions.OpenInventoryMenu,
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InputCmdHandler.FromDelegate(s => HandleOpenInventoryMenu()));
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}
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private void HandleOpenInventoryMenu()
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{
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if (_playerManager.LocalPlayer.ControlledEntity == null
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|| !_playerManager.LocalPlayer.ControlledEntity.TryGetComponent(out ClientInventoryComponent clientInventory))
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{
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return;
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}
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var menu = clientInventory.Window;
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if (menu.IsOpen)
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{
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if (menu.IsAtFront())
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{
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_setOpenValue(menu, false);
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}
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else
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{
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menu.MoveToFront();
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}
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}
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else
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{
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_setOpenValue(menu, true);
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}
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}
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private void _setOpenValue(SS14Window menu, bool value)
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{
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if (value)
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{
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_gameHud.InventoryButtonDown = true;
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menu.OpenCentered();
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}
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else
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{
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_gameHud.InventoryButtonDown = false;
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menu.Close();
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}
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}
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}
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}
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