Add Pip-Boy state to transform sync

Adds optional `isPipboyOpen` to transform packets, remote player state, proxy animation logging, and fake client/player samples. Updates protocol and architecture docs to describe the new Pip-Boy open/raising/closing state and related movement-state handling.
This commit is contained in:
2026-06-30 16:00:07 +12:00
parent 4b8f5246c4
commit 4ed671464e
18 changed files with 196 additions and 19 deletions
+1
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@@ -30,6 +30,7 @@ namespace F4T::Networking
bool a_isJumping = false,
bool a_isCrouching = false,
bool a_weaponDrawn = false,
bool a_isPipboyOpen = false,
float a_movementSpeed = 0.0F,
float a_animationGraphSpeed = -1.0F,
std::span<const F4T::RemotePlayerState::RemoteEquippedItem> a_equippedItems = {},
+1
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@@ -68,6 +68,7 @@ namespace F4T::ProxyAnimationSync
bool lastIsJumping{ false };
bool lastIsCrouching{ false };
bool lastWeaponDrawn{ false };
bool lastIsPipboyOpen{ false };
float lastGraphSpeed{ 0.0F };
float lastDirection{ 0.0F };
std::optional<LocomotionTier> lastLocomotionTier{};
+1
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@@ -80,6 +80,7 @@ namespace F4T::RemotePlayerState
bool isJumping{ false };
bool isCrouching{ false };
bool weaponDrawn{ false };
bool isPipboyOpen{ false };
float movementSpeed{ 0.0F };
float animationGraphSpeed{ -1.0F };
bool hasEquipmentUpdate{ false };