minor refactor
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@@ -183,8 +183,6 @@ Hud::Hud(Engine* engine, LevelFrontend* frontend, Player* player)
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frontend(frontend),
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frontend(frontend),
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player(player)
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player(player)
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{
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{
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auto menu = gui->getMenu();
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interaction = std::make_unique<InventoryInteraction>();
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interaction = std::make_unique<InventoryInteraction>();
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grabbedItemView = std::make_shared<SlotView>(
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grabbedItemView = std::make_shared<SlotView>(
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SlotLayout(-1, glm::vec2(), false, false, nullptr, nullptr)
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SlotLayout(-1, glm::vec2(), false, false, nullptr, nullptr)
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@@ -218,8 +216,6 @@ Hud::Hud(Engine* engine, LevelFrontend* frontend, Player* player)
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uicamera->flipped = true;
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uicamera->flipped = true;
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debugPanel = create_debug_panel(engine, frontend->getLevel(), player);
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debugPanel = create_debug_panel(engine, frontend->getLevel(), player);
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menu->reset();
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debugPanel->setZIndex(2);
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debugPanel->setZIndex(2);
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gui->add(darkOverlay);
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gui->add(darkOverlay);
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@@ -92,6 +92,8 @@ static bool backlight;
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LevelScreen::LevelScreen(Engine* engine, Level* level) : Screen(engine) {
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LevelScreen::LevelScreen(Engine* engine, Level* level) : Screen(engine) {
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auto& settings = engine->getSettings();
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auto& settings = engine->getSettings();
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auto assets = engine->getAssets();
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auto assets = engine->getAssets();
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auto menu = engine->getGUI()->getMenu();
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menu->reset();
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controller = std::make_unique<LevelController>(settings, level);
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controller = std::make_unique<LevelController>(settings, level);
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frontend = std::make_unique<LevelFrontend>(level, assets);
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frontend = std::make_unique<LevelFrontend>(level, assets);
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