CPR syncing + some refactoring
Clients send an entityevent to the server when they start/stop doing CPR, and server includes the animation state in messages when character is dragging some other character
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@@ -168,6 +168,11 @@ namespace Barotrauma
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limb.pullJoint.Enabled = false;
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}
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if (GameMain.Client != null)
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{
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GameMain.Client.CreateEntityEvent(Character.Controlled, new object[] { NetEntityEvent.Type.Repair });
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}
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return true;
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};
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}
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