Working on cutscene skip
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@@ -33,6 +33,7 @@ namespace ZL {
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class MenuManager {
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public:
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UiManager uiManager;
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UiManager topUiManager;
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ZL::Quest::QuestJournal questJournal;
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// Global night mode state — persists across location transitions.
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@@ -69,6 +70,7 @@ namespace ZL {
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std::function<void()> startDarklandsTransitionFunc;
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std::function<void()> startNightTransitionFunc;
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std::function<void(int)> chatOpenCallback;
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std::function<void()> skipCutsceneFunc;
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// Called when a chat message bubble should be shown (text + direction)
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void onChatBubbleReady(const std::string& text, bool incoming);
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@@ -84,6 +86,10 @@ namespace ZL {
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// Called by Game when the player's HP changes. Stores values and updates HUD.
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void updateHealthBar(float hp, float maxHp);
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void onCutsceneStarted();
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void onCutsceneFinished();
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bool cutsceneHudActive_ = false;
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TutorialStep tutorialStep = TutorialStep::Step0;
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protected:
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@@ -141,6 +147,7 @@ namespace ZL {
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std::shared_ptr<UiNode> hudUniIntStep13Root;
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std::shared_ptr<UiNode> hudUniIntDarkFullRoot;
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std::shared_ptr<UiNode> hudUniExtDarkRoot;
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std::shared_ptr<UiNode> hudCutsceneRoot_;
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std::shared_ptr<UiNode> phoneMainRoot;
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std::shared_ptr<UiNode> phoneBankRoot;
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std::shared_ptr<UiNode> phoneVideoRoot;
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