Parachute sync added. Small changes
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@ -502,6 +502,7 @@ namespace CoopClient
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player.IsRagdoll = (packet.Flag.Value & (ushort)PedDataFlags.IsRagdoll) > 0;
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player.IsOnFire = (packet.Flag.Value & (ushort)PedDataFlags.IsOnFire) > 0;
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player.IsInParachuteFreeFall = (packet.Flag.Value & (ushort)PedDataFlags.IsInParachuteFreeFall) > 0;
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player.IsParachuteOpen = (packet.Flag.Value & (ushort)PedDataFlags.IsParachuteOpen) > 0;
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player.IsOnLadder = (packet.Flag.Value & (ushort)PedDataFlags.IsOnLadder) > 0;
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player.IsVaulting = (packet.Flag.Value & (ushort)PedDataFlags.IsVaulting) > 0;
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player.IsInVehicle = false;
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@ -571,6 +572,7 @@ namespace CoopClient
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player.IsRagdoll = (packet.Flag.Value & (ushort)PedDataFlags.IsRagdoll) > 0;
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player.IsOnFire = (packet.Flag.Value & (ushort)PedDataFlags.IsOnFire) > 0;
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player.IsInParachuteFreeFall = (packet.Flag.Value & (ushort)PedDataFlags.IsInParachuteFreeFall) > 0;
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player.IsParachuteOpen = (packet.Flag.Value & (ushort)PedDataFlags.IsParachuteOpen) > 0;
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player.IsOnLadder = (packet.Flag.Value & (ushort)PedDataFlags.IsOnLadder) > 0;
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player.IsVaulting = (packet.Flag.Value & (ushort)PedDataFlags.IsVaulting) > 0;
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player.IsInVehicle = false;
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