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More panic link fixes
Now, we check the armature mod to see if we're REALLY linked in (the screen is not black). That way, we can be sure all delayed transforms and false hits (like how we initially spawn into the AhnySphere04 panic region) don't panic link us.
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@ -650,6 +650,7 @@ void plArmatureMod::IInitDefaults()
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fStealthLevel = 0;
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fMouseFrameTurnStrength = 0.f;
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fSuspendInputCount = 0;
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fIsLinkedIn = false;
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fMidLink = false;
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fAlreadyPanicLinking = false;
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fReverseFBOnIdle = false;
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@ -1375,16 +1376,21 @@ hsBool plArmatureMod::MsgReceive(plMessage* msg)
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plLinkInDoneMsg *doneMsg = plLinkInDoneMsg::ConvertNoRef(msg);
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if (doneMsg)
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{
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fIsLinkedIn = true;
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IFireBehaviorNotify(plHBehavior::kBehaviorTypeLinkIn, false);
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return true;
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}
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plAgeLoadedMsg *ageLoadMsg = plAgeLoadedMsg::ConvertNoRef(msg);
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if (ageLoadMsg && ageLoadMsg->fLoaded)
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if (ageLoadMsg)
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{
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// only the local player gets these
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NetworkSynch(hsTimer::GetSysSeconds(), true);
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EnablePhysics(true);
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if (ageLoadMsg->fLoaded)
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{
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// only the local player gets these
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NetworkSynch(hsTimer::GetSysSeconds(), true);
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EnablePhysics(true);
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} else
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fIsLinkedIn = false;
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return true;
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}
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@ -2518,6 +2524,11 @@ bool plArmatureMod::IsMidLink()
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return fMidLink;
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}
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bool plArmatureMod::IsLinkedIn()
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{
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return fIsLinkedIn;
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}
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hsBool plArmatureMod::ConsumeJump()
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{
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if (!GetInputFlag(B_CONTROL_CONSUMABLE_JUMP))
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