Close inventory on certain inventory actions
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@@ -403,24 +403,31 @@ public partial class Game : Node3D, IGame
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{
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case UsableItemTag.TeleportAllEnemiesToRoom:
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_effectService.TeleportEnemiesToCurrentRoom();
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InGameUI.CloseInventory();
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break;
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case UsableItemTag.KillHalfEnemiesInRoom:
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_effectService.KillHalfEnemiesInRoom();
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InGameUI.CloseInventory();
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break;
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case UsableItemTag.TurnAllEnemiesIntoHealingItem:
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_effectService.TurnAllEnemiesInRoomIntoHealingItem();
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InGameUI.CloseInventory();
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break;
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case UsableItemTag.HealsAllInRoomToMaxHP:
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_effectService.HealAllEnemiesAndPlayerInRoomToFull();
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InGameUI.CloseInventory();
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break;
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case UsableItemTag.AbsorbHPFromAllEnemiesInRoom:
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_effectService.AbsorbHPFromAllEnemiesInRoom();
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InGameUI.CloseInventory();
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break;
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case UsableItemTag.DealElementalDamageToAllEnemiesInRoom:
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_effectService.DealElementalDamageToAllEnemiesInRoom(ElementType.Hydric);
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_effectService.DealElementalDamageToAllEnemiesInRoom(effectItem.Stats.ElementalDamageType);
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InGameUI.CloseInventory();
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break;
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case UsableItemTag.SwapHPAndVT:
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_effectService.SwapHPandVT();
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InGameUI.CloseInventory();
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break;
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case UsableItemTag.RaiseCurrentWeaponAttack:
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_effectService.RaiseCurrentWeaponAttack();
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@@ -443,6 +450,7 @@ public partial class Game : Node3D, IGame
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{
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case ThrowableItemTag.DoubleExp:
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GameRepo.StartDoubleEXP(TimeSpan.FromSeconds(30));
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InGameUI.CloseInventory();
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break;
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case ThrowableItemTag.TeleportToRandomLocation:
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_effectService.TeleportToRandomRoom(Player);
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