document player state flags in gamepad module
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@ -536,14 +536,13 @@ namespace Components
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if (weaponDef->requireLockonToFire)
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if (weaponDef->requireLockonToFire)
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return false;
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return false;
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if (ps->linkFlags & 4)
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if (ps->linkFlags & Game::PLF_WEAPONVIEW_ONLY)
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return false;
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return false;
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if (ps->weaponState >= Game::WEAPON_STUNNED_START && ps->weaponState <= Game::WEAPON_STUNNED_END)
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if (ps->weaponState >= Game::WEAPON_STUNNED_START && ps->weaponState <= Game::WEAPON_STUNNED_END)
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return false;
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return false;
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// The game checks for these flags. Their meaning is to be researched if necessary.
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if (ps->eFlags & (Game::EF_VEHICLE_ACTIVE | Game::EF_TURRET_ACTIVE_DUCK | Game::EF_TURRET_ACTIVE_PRONE))
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if (ps->eFlags & 0x100C00)
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return false;
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return false;
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if (!ps->hasAmmo)
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if (!ps->hasAmmo)
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@ -1110,6 +1110,40 @@ namespace Game
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PM_DEAD_LINKED = 0x9,
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PM_DEAD_LINKED = 0x9,
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};
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};
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enum playerEFlag
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{
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EF_NONSOLID_BMODEL = 0x1,
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EF_TELEPORT_BIT = 0x2,
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EF_CROUCHING = 0x4,
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EF_PRONE = 0x8,
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EF_NODRAW = 0x20,
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EF_TIMED_OBJECT = 0x40,
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EF_VOTED = 0x80,
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EF_TALK = 0x100,
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EF_FIRING = 0x200,
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EF_TURRET_ACTIVE_PRONE = 0x400,
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EF_TURRET_ACTIVE_DUCK = 0x800,
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EF_LOCK_LIGHT_VIS = 0x1000,
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EF_AIM_ASSIST = 0x2000,
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EF_LOOP_RUMBLE = 0x4000,
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EF_LASER_SIGHT = 0x8000,
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EF_MANTLE = 0x10000,
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EF_DEAD = 0x20000,
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EF_ADS = 0x40000,
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EF_NEW = 0x80000,
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EF_VEHICLE_ACTIVE = 0x100000,
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EF_JAMMING = 0x200000,
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EF_COMPASS_PING = 0x400000,
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EF_SOFT = 0x800000
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};
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enum playerLinkFlag
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{
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PLF_ANGLES_LOCKED = 0x1,
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PLF_USES_OFFSET = 0x2,
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PLF_WEAPONVIEW_ONLY = 0x4
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};
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struct playerState_s
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struct playerState_s
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{
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{
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int commandTime;
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int commandTime;
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