(6ae5f1e59) Sync the new input with the server.
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@@ -48,10 +48,12 @@ namespace Barotrauma
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if (IsKeyDown(InputType.Run)) newInput |= InputNetFlags.Run;
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if (IsKeyDown(InputType.Crouch)) newInput |= InputNetFlags.Crouch;
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if (IsKeyHit(InputType.Select)) newInput |= InputNetFlags.Select; //TODO: clean up the way this input is registered
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if (IsKeyHit(InputType.Deselect)) newInput |= InputNetFlags.Deselect;
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if (IsKeyHit(InputType.Health)) newInput |= InputNetFlags.Health;
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if (IsKeyHit(InputType.Grab)) newInput |= InputNetFlags.Grab;
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if (IsKeyDown(InputType.Use)) newInput |= InputNetFlags.Use;
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if (IsKeyDown(InputType.Aim)) newInput |= InputNetFlags.Aim;
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if (IsKeyDown(InputType.Shoot)) newInput |= InputNetFlags.Shoot;
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if (IsKeyDown(InputType.Attack)) newInput |= InputNetFlags.Attack;
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if (IsKeyDown(InputType.Ragdoll)) newInput |= InputNetFlags.Ragdoll;
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@@ -125,6 +127,7 @@ namespace Barotrauma
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msg.WriteRangedInteger(0, (int)InputNetFlags.MaxVal, (int)memInput[i].states);
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msg.Write(memInput[i].intAim);
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if (memInput[i].states.HasFlag(InputNetFlags.Select) ||
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memInput[i].states.HasFlag(InputNetFlags.Deselect) ||
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memInput[i].states.HasFlag(InputNetFlags.Use) ||
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memInput[i].states.HasFlag(InputNetFlags.Health) ||
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memInput[i].states.HasFlag(InputNetFlags.Grab))
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@@ -159,6 +162,10 @@ namespace Barotrauma
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keys[(int)InputType.Aim].Held = aimInput;
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keys[(int)InputType.Aim].SetState(false, aimInput);
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bool shootInput = msg.ReadBoolean();
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keys[(int)InputType.Shoot].Held = shootInput;
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keys[(int)InputType.Shoot].SetState(false, shootInput);
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bool useInput = msg.ReadBoolean();
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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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