Syncing crouching from server to clients, not just from clients to server
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@@ -86,6 +86,13 @@ namespace Barotrauma
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keys[(int)InputType.Use].Held = useInput;
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keys[(int)InputType.Use].Held = useInput;
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keys[(int)InputType.Use].SetState(false, useInput);
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keys[(int)InputType.Use].SetState(false, useInput);
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if (AnimController is HumanoidAnimController)
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{
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bool crouching = msg.ReadBoolean();
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keys[(int)InputType.Crouch].Held = crouching;
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keys[(int)InputType.Crouch].SetState(false, crouching);
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}
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bool hasAttackLimb = msg.ReadBoolean();
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bool hasAttackLimb = msg.ReadBoolean();
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if (hasAttackLimb)
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if (hasAttackLimb)
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{
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{
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@@ -424,6 +424,10 @@ namespace Barotrauma
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tempBuffer.Write(aiming);
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tempBuffer.Write(aiming);
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tempBuffer.Write(use);
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tempBuffer.Write(use);
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if (AnimController is HumanoidAnimController)
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{
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tempBuffer.Write(((HumanoidAnimController)AnimController).Crouching);
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}
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bool hasAttackLimb = AnimController.Limbs.Any(l => l != null && l.attack != null);
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bool hasAttackLimb = AnimController.Limbs.Any(l => l != null && l.attack != null);
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tempBuffer.Write(hasAttackLimb);
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tempBuffer.Write(hasAttackLimb);
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