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fix(2469): hide escape menu if it's open when trying to toggle simplified menu
1 parent ad21c11 commit c96f850

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1 file changed

+19
-7
lines changed

1 file changed

+19
-7
lines changed

Intersect.Client.Core/Core/Input.cs

Lines changed: 19 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -117,31 +117,43 @@ public static void OnKeyPressed(Keys modifier, Keys key)
117117
return;
118118
}
119119

120+
if (Interface.Interface.GameUi is not { } gameUi)
121+
{
122+
return;
123+
}
124+
120125
// First try and unfocus chat then close all UI elements, then untarget our target.. and THEN open the escape menu.
121126
// Most games do this, why not this?
122-
if (Interface.Interface.GameUi != null && Interface.Interface.GameUi.ChatFocussed)
127+
if (gameUi.ChatFocussed)
123128
{
124-
Interface.Interface.GameUi.UnfocusChat = true;
129+
gameUi.UnfocusChat = true;
125130
}
126-
else if (Interface.Interface.GameUi != null && Interface.Interface.GameUi.CloseAllWindows())
131+
else if (gameUi.CloseAllWindows())
127132
{
128133
// We've closed our windows, don't do anything else. :)
129134
}
130-
else if (Globals.Me != null && Globals.Me.TargetIndex != Guid.Empty && !Globals.Me.Status.Any(s => s.Type == Enums.SpellEffect.Taunt))
135+
else if (Globals.Me is {} me && me.TargetIndex != default && me.Status.All(s => s.Type != SpellEffect.Taunt))
131136
{
132-
_ = Globals.Me.ClearTarget();
137+
_ = me.ClearTarget();
133138
}
134139
else
135140
{
136141
var simplifiedEscapeMenuSetting = Globals.Database.SimplifiedEscapeMenu;
137142

138143
if (simplifiedEscapeMenuSetting)
139144
{
140-
Interface.Interface.GameUi?.GameMenu?.ToggleSimplifiedEscapeMenu();
145+
if (gameUi.EscapeMenu.IsVisible)
146+
{
147+
gameUi.EscapeMenu.ToggleHidden();
148+
}
149+
else
150+
{
151+
gameUi.GameMenu.ToggleSimplifiedEscapeMenu();
152+
}
141153
}
142154
else
143155
{
144-
Interface.Interface.GameUi?.EscapeMenu?.ToggleHidden();
156+
gameUi.EscapeMenu.ToggleHidden();
145157
}
146158
}
147159
}

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