Convert INVTYPE boolean fields to flagmask (#325)

Rearranged fields from largest to smallest to remove alignment padding
This commit is contained in:
Asdow
2024-08-22 08:48:29 +03:00
committed by GitHub
parent ce02a488f0
commit 49a119e6b9
59 changed files with 1437 additions and 1336 deletions
@@ -1481,7 +1481,7 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
}
else
{
if ( _KeyDown(SHIFT) && gpItemPointer == NULL && Item[twItem->object.usItem].usItemClass == IC_GUN && (twItem->object)[0]->data.gun.ubGunShotsLeft && !(Item[twItem->object.usItem].singleshotrocketlauncher))
if ( _KeyDown(SHIFT) && gpItemPointer == NULL && Item[twItem->object.usItem].usItemClass == IC_GUN && (twItem->object)[0]->data.gun.ubGunShotsLeft && !ItemIsSingleShotRocketLauncher(twItem->object.usItem))
{
EmptyWeaponMagazine( &twItem->object, &gItemPointer );
InternalMAPBeginItemPointer( MercPtrs[gCharactersList[bSelectedInfoChar].usSolID] );
@@ -6009,7 +6009,7 @@ void HandleItemCooldownFunctions( OBJECTTYPE* itemStack, INT32 deltaSeconds, BOO
//original code by flugente, renamed variables to fit here, removed "min (OVERHEATING_MAX_TEMPERATURE, newValue)" for dirt to allow to go beyond maximum and deduct later the same amount if neccessary.
// ... if we use overheating and item is a gun, a launcher or a barrel ...
if ( gGameExternalOptions.fWeaponOverheating && ( Item[itemStack->usItem].usItemClass & (IC_GUN|IC_LAUNCHER) || Item[itemStack->usItem].barrel == TRUE ) )
if ( gGameExternalOptions.fWeaponOverheating && ( Item[itemStack->usItem].usItemClass & (IC_GUN|IC_LAUNCHER) || ItemIsBarrel(itemStack->usItem) ) )
{
for(INT16 i = 0; i < itemStack->ubNumberOfObjects; ++i) // ... there might be multiple items here (item stack), so for each one ...
{
@@ -6017,7 +6017,7 @@ void HandleItemCooldownFunctions( OBJECTTYPE* itemStack, INT32 deltaSeconds, BOO
FLOAT cooldownfactor = GetItemCooldownFactor(itemStack); // ... get item cooldown factor provided of attachments ...
if ( Item[itemStack->usItem].barrel == TRUE ) // ... a barrel lying around cools down a bit faster ...
if (ItemIsBarrel(itemStack->usItem)) // ... a barrel lying around cools down a bit faster ...
cooldownfactor *= gGameExternalOptions.iCooldownModificatorLonelyBarrel;
FLOAT newguntemperature = max(0.0f, guntemperature - tickspassed * cooldownfactor ); // ... calculate new temperature ...