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.
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@@ -30,6 +30,7 @@ namespace F4T::Networking
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bool a_isJumping = false,
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bool a_isCrouching = false,
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bool a_weaponDrawn = false,
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bool a_isPipboyOpen = false,
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float a_movementSpeed = 0.0F,
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float a_animationGraphSpeed = -1.0F,
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std::span<const F4T::RemotePlayerState::RemoteEquippedItem> a_equippedItems = {},
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@@ -68,6 +68,7 @@ namespace F4T::ProxyAnimationSync
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bool lastIsJumping{ false };
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bool lastIsCrouching{ false };
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bool lastWeaponDrawn{ false };
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bool lastIsPipboyOpen{ false };
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float lastGraphSpeed{ 0.0F };
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float lastDirection{ 0.0F };
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std::optional<LocomotionTier> lastLocomotionTier{};
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@@ -80,6 +80,7 @@ namespace F4T::RemotePlayerState
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bool isJumping{ false };
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bool isCrouching{ false };
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bool weaponDrawn{ false };
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bool isPipboyOpen{ false };
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float movementSpeed{ 0.0F };
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float animationGraphSpeed{ -1.0F };
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bool hasEquipmentUpdate{ false };
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