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Add GCPadStatus.isConnected boolean
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@ -326,7 +326,7 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
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PadMapping map = 0;
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GCPadStatus pad;
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packet >> map >> pad.button >> pad.analogA >> pad.analogB >> pad.stickX >> pad.stickY >>
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pad.substickX >> pad.substickY >> pad.triggerLeft >> pad.triggerRight;
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pad.substickX >> pad.substickY >> pad.triggerLeft >> pad.triggerRight >> pad.isConnected;
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// Trusting server for good map value (>=0 && <4)
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// add to pad buffer
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@ -753,7 +753,7 @@ void NetPlayClient::SendPadState(const int in_game_pad, const GCPadStatus& pad)
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packet << static_cast<MessageId>(NP_MSG_PAD_DATA);
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packet << static_cast<PadMapping>(in_game_pad);
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packet << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY << pad.substickX
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<< pad.substickY << pad.triggerLeft << pad.triggerRight;
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<< pad.substickY << pad.triggerLeft << pad.triggerRight << pad.isConnected;
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SendAsync(std::move(packet));
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}
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