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fix wording and add/fix no col and no hook
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@ -5,7 +5,7 @@ PlayerFlags = ["PLAYING", "IN_MENU", "CHATTING", "SCOREBOARD", "AIM"]
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GameFlags = ["TEAMS", "FLAGS"]
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GameStateFlags = ["GAMEOVER", "SUDDENDEATH", "PAUSED", "RACETIME"]
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CharacterFlags = ["SOLO", "JETPACK", "NO_COLLISION", "ENDLESS_HOOK", "ENDLESS_JUMP", "SUPER",
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"DISABLE_HIT_HAMMER", "DISABLE_HIT_SHOTGUN", "DISABLE_HIT_GRENADE", "DISABLE_HIT_RIFLE", "DISABLE_HOOK",
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"NO_HAMMER_HIT", "NO_SHOTGUN_HIT", "NO_GRENADE_HIT", "NO_RIFLE_HIT", "NO_HOOK",
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"TELEGUN_GUN", "TELEGUN_GRENADE", "TELEGUN_LASER",
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"FROZEN", "DEEP_FROZEN", "SPECTATING"]
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@ -1126,15 +1126,15 @@ void CGameClient::OnNewSnapshot()
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m_aClients[Item.m_ID].m_NoCollision = m_aClients[Item.m_ID].m_Predicted.m_NoCollision =
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pCharacterData->m_Flags & CHARACTERFLAG_NO_COLLISION;
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m_aClients[Item.m_ID].m_NoHammerHit = m_aClients[Item.m_ID].m_Predicted.m_NoHammerHit =
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pCharacterData->m_Flags & CHARACTERFLAG_DISABLE_HIT_HAMMER;
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pCharacterData->m_Flags & CHARACTERFLAG_NO_HAMMER_HIT;
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m_aClients[Item.m_ID].m_NoGrenadeHit = m_aClients[Item.m_ID].m_Predicted.m_NoGrenadeHit =
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pCharacterData->m_Flags & CHARACTERFLAG_DISABLE_HIT_GRENADE;
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pCharacterData->m_Flags & CHARACTERFLAG_NO_GRENADE_HIT;
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m_aClients[Item.m_ID].m_NoRifleHit = m_aClients[Item.m_ID].m_Predicted.m_NoRifleHit =
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pCharacterData->m_Flags & CHARACTERFLAG_DISABLE_HIT_RIFLE;
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pCharacterData->m_Flags & CHARACTERFLAG_NO_RIFLE_HIT;
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m_aClients[Item.m_ID].m_NoShotgunHit = m_aClients[Item.m_ID].m_Predicted.m_NoShotgunHit =
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pCharacterData->m_Flags & CHARACTERFLAG_DISABLE_HIT_SHOTGUN;
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pCharacterData->m_Flags & CHARACTERFLAG_NO_SHOTGUN_HIT;
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m_aClients[Item.m_ID].m_NoHookHit = m_aClients[Item.m_ID].m_Predicted.m_NoHookHit =
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pCharacterData->m_Flags & CHARACTERFLAG_DISABLE_HOOK;
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pCharacterData->m_Flags & CHARACTERFLAG_NO_HOOK;
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m_aClients[Item.m_ID].m_Super = m_aClients[Item.m_ID].m_Predicted.m_Super =
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pCharacterData->m_Flags & CHARACTERFLAG_SUPER;
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@ -1178,6 +1178,10 @@ void CCharacter::Snap(int SnappingClient)
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pDDNetCharacter->m_Flags |= CHARACTERFLAG_SUPER;
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if(m_EndlessHook)
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pDDNetCharacter->m_Flags |= CHARACTERFLAG_ENDLESS_HOOK;
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if(!m_Core.m_Collision)
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pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_COLLISION;
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if(!m_Core.m_Hook)
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pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_HOOK;
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if(m_SuperJump)
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pDDNetCharacter->m_Flags |= CHARACTERFLAG_ENDLESS_JUMP;
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if(m_Jetpack || m_NinjaJetpack)
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@ -1187,13 +1191,13 @@ void CCharacter::Snap(int SnappingClient)
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if(m_DeepFreeze)
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pDDNetCharacter->m_Flags |= CHARACTERFLAG_DEEP_FROZEN;
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if(m_Hit&DISABLE_HIT_GRENADE)
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pDDNetCharacter->m_Flags |= CHARACTERFLAG_DISABLE_HIT_GRENADE;
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pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_GRENADE_HIT;
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if(m_Hit&DISABLE_HIT_HAMMER)
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pDDNetCharacter->m_Flags |= CHARACTERFLAG_DISABLE_HIT_HAMMER;
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pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_HAMMER_HIT;
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if(m_Hit&DISABLE_HIT_RIFLE)
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pDDNetCharacter->m_Flags |= CHARACTERFLAG_DISABLE_HIT_RIFLE;
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pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_RIFLE_HIT;
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if(m_Hit&DISABLE_HIT_SHOTGUN)
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pDDNetCharacter->m_Flags |= CHARACTERFLAG_DISABLE_HIT_SHOTGUN;
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pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_SHOTGUN_HIT;
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if(IsPaused())
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pDDNetCharacter->m_Flags |= CHARACTERFLAG_SPECTATING;
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if(m_HasTeleGun)
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