(6ae5f1e59) Sync the new input with the server.
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@@ -892,12 +892,16 @@ namespace Barotrauma
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return !(dequeuedInput.HasFlag(InputNetFlags.Crouch)) && (prevDequeuedInput.HasFlag(InputNetFlags.Crouch));
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case InputType.Select:
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return dequeuedInput.HasFlag(InputNetFlags.Select); //TODO: clean up the way this input is registered
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case InputType.Deselect:
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return dequeuedInput.HasFlag(InputNetFlags.Deselect);
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case InputType.Health:
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return dequeuedInput.HasFlag(InputNetFlags.Health);
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case InputType.Grab:
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return dequeuedInput.HasFlag(InputNetFlags.Grab);
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case InputType.Use:
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return !(dequeuedInput.HasFlag(InputNetFlags.Use)) && (prevDequeuedInput.HasFlag(InputNetFlags.Use));
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case InputType.Shoot:
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return !(dequeuedInput.HasFlag(InputNetFlags.Shoot)) && (prevDequeuedInput.HasFlag(InputNetFlags.Shoot));
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case InputType.Ragdoll:
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return !(dequeuedInput.HasFlag(InputNetFlags.Ragdoll)) && (prevDequeuedInput.HasFlag(InputNetFlags.Ragdoll));
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default:
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@@ -930,10 +934,14 @@ namespace Barotrauma
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return dequeuedInput.HasFlag(InputNetFlags.Crouch);
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case InputType.Select:
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return false; //TODO: clean up the way this input is registered
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case InputType.Deselect:
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return false;
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case InputType.Aim:
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return dequeuedInput.HasFlag(InputNetFlags.Aim);
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case InputType.Use:
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return dequeuedInput.HasFlag(InputNetFlags.Use);
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case InputType.Shoot:
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return dequeuedInput.HasFlag(InputNetFlags.Shoot);
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case InputType.Attack:
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return dequeuedInput.HasFlag(InputNetFlags.Attack);
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case InputType.Ragdoll:
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@@ -55,8 +55,12 @@ namespace Barotrauma
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Ragdoll = 0x800,
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Health = 0x1000,
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Grab = 0x2000,
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Deselect = 0x4000, // 16384
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Shoot = 0x8000, // 32768
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MaxVal = 0x3FFF
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MaxVal = 0xFFFF // 65535
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//MaxVal = 0x7FFF // 32767
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//MaxVal = 0x3FFF // 16383
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}
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private InputNetFlags dequeuedInput = 0;
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private InputNetFlags prevDequeuedInput = 0;
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