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Fix PLAYER_FLAG_BITS truncating m_fFlags sent to clients
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@ -8101,7 +8101,6 @@ void CMovementSpeedMod::InputSpeedMod(inputdata_t &data)
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}
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}
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void SendProxy_CropFlagsToPlayerFlagBitsLength( const SendProp* pProp, const void* pStruct, const void* pVarData, DVariant* pOut, int iElement, int objectID )
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{
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int mask = ( 1 << PLAYER_FLAG_BITS ) - 1;
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@ -8109,6 +8108,7 @@ void SendProxy_CropFlagsToPlayerFlagBitsLength( const SendProp *pProp, const voi
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pOut->m_Int = ( data & mask );
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}
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// -------------------------------------------------------------------------------- //
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// SendTable for CPlayerState.
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// -------------------------------------------------------------------------------- //
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@ -163,7 +163,7 @@
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#define FL_INWATER (1<<10) // In water
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// NOTE if you move things up, make sure to change this value
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#define PLAYER_FLAG_BITS 11
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#define PLAYER_FLAG_BITS 32
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#define FL_FLY (1<<11) // Changes the SV_Movestep() behavior to not need to be on ground
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#define FL_SWIM (1<<12) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
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