feat(client): save/load client UI — F5/F6 quicksave/quickload (#554)
Wire SaveGame/LoadGame player actions through the full client stack: protocol v15 decode, InputMapper F5/F6 bindings, SimBridge wire mapping with one-shot carry-forward, GameState save_result field, and HUD notification via monologue display. Quit-to-menu triggers quicksave before scene change. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -70,6 +70,11 @@ var insert_active: bool = true
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# Null in v0.1 (server does not yet send this field; protocol change required).
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var rng_seed: Variant = null
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# v15 fields (#554, D-085): save/load result from server.
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# {success: bool, kind: "save"|"load", error: Variant} or null.
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# One-shot: consumed by main.gd after display, then set back to null.
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var save_result: Variant = null
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# v7 fields (#431, D-059/D-060)
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var pending_recognitions: Array = [] # [{entity_id, x, y, z, remaining_ticks, total_delay_ticks}]
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@@ -279,6 +284,12 @@ func apply_snapshot(snapshot: Dictionary) -> void:
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else:
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current_examine_result = null
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# v15: save_result (#554, D-085) — one-shot save/load confirmation from server.
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if snapshot.has("save_result") and snapshot.save_result is Dictionary:
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save_result = snapshot.save_result
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else:
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save_result = null
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# v14: player_knowledge (#264, D-041) — partial KG dump for journal panel.
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# Only update when field is present (null means no change, server sends when KG changes).
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if snapshot.has("player_knowledge") and snapshot.player_knowledge is Dictionary:
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