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- Put SB_QUICK_KICK
into the correct mask.
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1 changed files with 2 additions and 2 deletions
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@ -43,8 +43,8 @@ enum ESyncBits_ : uint32_t
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SB_WEAPONMASK_BITS = (15u * SB_FIRST_WEAPON_BIT), // Weapons take up 4 bits
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SB_WEAPONMASK_BITS = (15u * SB_FIRST_WEAPON_BIT), // Weapons take up 4 bits
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SB_ITEMUSE_BITS = (127u * SB_ITEM_BIT_1),
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SB_ITEMUSE_BITS = (127u * SB_ITEM_BIT_1),
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SB_BUTTON_MASK = SB_ALTFIRE|SB_FIRE|SB_CROUCH|SB_JUMP|SB_LOOK_UP|SB_LOOK_DOWN|SB_AIM_UP|SB_AIM_DOWN|SB_LOOK_LEFT|SB_LOOK_RIGHT, // all input from buttons (i.e. active while held)
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SB_BUTTON_MASK = SB_ALTFIRE|SB_FIRE|SB_CROUCH|SB_JUMP|SB_LOOK_UP|SB_LOOK_DOWN|SB_AIM_UP|SB_AIM_DOWN|SB_LOOK_LEFT|SB_LOOK_RIGHT|SB_QUICK_KICK, // all input from buttons (i.e. active while held)
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SB_INTERFACE_MASK = (SB_INVPREV|SB_INVNEXT|SB_INVUSE|SB_CENTERVIEW|SB_TURNAROUND|SB_HOLSTER|SB_OPEN|SB_ESCAPE|SB_QUICK_KICK), // all input from CCMDs
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SB_INTERFACE_MASK = (SB_INVPREV|SB_INVNEXT|SB_INVUSE|SB_CENTERVIEW|SB_TURNAROUND|SB_HOLSTER|SB_OPEN|SB_ESCAPE), // all input from CCMDs
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SB_INTERFACE_BITS = (SB_WEAPONMASK_BITS | SB_ITEMUSE_BITS | SB_INTERFACE_MASK),
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SB_INTERFACE_BITS = (SB_WEAPONMASK_BITS | SB_ITEMUSE_BITS | SB_INTERFACE_MASK),
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SB_ALL = ~0u
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SB_ALL = ~0u
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};
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};
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