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Convert INVTYPE boolean fields to flagmask (#325)
Rearranged fields from largest to smallest to remove alignment padding
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@@ -526,7 +526,7 @@ void DistributeInitialGear(MERCPROFILESTRUCT *pProfile)
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if(iOrder[i]!=-1)
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{
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// skip if this item is an attachment
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if(Item[tInv[iOrder[i]].inv].attachment)
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if(ItemIsAttachment(tInv[iOrder[i]].inv))
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continue;
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iSet = FALSE;
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number = tInv[iOrder[i]].iNumber;
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@@ -1103,7 +1103,7 @@ INT32 SpecificFreePocket(MERCPROFILESTRUCT *pProfile, UINT16 usItem, UINT8 ubHow
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return HELMETPOS;
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if ( pProfile->inv[VESTPOS] == NONE && Armour[Item[usItem].ubClassIndex].ubArmourClass == ARMOURCLASS_VEST )
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return VESTPOS;
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if ( pProfile->inv[LEGPOS] == NONE && Armour[Item[usItem].ubClassIndex].ubArmourClass == ARMOURCLASS_LEGGINGS && !(Item[usItem].attachment))
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if ( pProfile->inv[LEGPOS] == NONE && Armour[Item[usItem].ubClassIndex].ubArmourClass == ARMOURCLASS_LEGGINGS && !ItemIsAttachment(usItem) )
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return LEGPOS;
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break;
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case IC_BLADE:
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@@ -1132,7 +1132,7 @@ INT32 SpecificFreePocket(MERCPROFILESTRUCT *pProfile, UINT16 usItem, UINT8 ubHow
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case IC_GUN:
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if ( pProfile->inv[HANDPOS] == NONE )
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return HANDPOS;
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if ( pProfile->inv[SECONDHANDPOS] == NONE && !(Item[pProfile->inv[HANDPOS]].twohanded))
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if ( pProfile->inv[SECONDHANDPOS] == NONE && !(ItemIsTwoHanded(pProfile->inv[HANDPOS])))
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return SECONDHANDPOS;
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if((UsingNewInventorySystem() == true))
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if ( pProfile->inv[GUNSLINGPOCKPOS] == NONE && pProfile->inv[BPACKPOCKPOS] == NONE && LBEPocketType[1].ItemCapacityPerSize[Item[usItem].ItemSize]!=0)
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@@ -1681,7 +1681,7 @@ void GiveIMPRandomItems( MERCPROFILESTRUCT *pProfile, UINT8 typeIndex )
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// give ammo for guns
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Assert( usItem < gMAXITEMS_READ );
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if ( Item[usItem].usItemClass == IC_GUN && !Item[usItem].rocketlauncher )
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if ( Item[usItem].usItemClass == IC_GUN && !ItemIsRocketLauncher(usItem) )
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{
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usItem = DefaultMagazine(usItem);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("GiveIMPRandomItems: give ammo typeIndex = %d, usItem = %d ",typeIndex, usItem ));
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@@ -1726,7 +1726,7 @@ void GiveIMPItems( MERCPROFILESTRUCT *pProfile, INT8 abilityValue, UINT8 typeInd
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MakeProfileInvItemAnySlot(pProfile,usItem,100,1);
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// give ammo for guns
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if ( Item[usItem].usItemClass == IC_GUN && !Item[usItem].rocketlauncher )
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if ( Item[usItem].usItemClass == IC_GUN && !ItemIsRocketLauncher(usItem) )
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{
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usItem = DefaultMagazine(usItem);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("GiveIMPItems: give ammo typeIndex = %d, usItem = %d",typeIndex, usItem ));
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