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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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@@ -500,18 +500,18 @@ void UpdateTransportGroupInventory()
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if (!ItemIsLegal(i, TRUE)) continue;
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if ((Item[i].usItemClass & IC_AMMO) == 0 && (Item[i].iTransportGroupMaxProgress == 0 || Item[i].iTransportGroupMinProgress > progress || progress > Item[i].iTransportGroupMaxProgress)) continue;
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if (Item[i].medical)
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if (ItemIsMedical(i))
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{
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if (Item[i].firstaidkit) itemMap[MEDICAL_FIRSTAIDKITS].push_back(i);
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else if (Item[i].medicalkit) itemMap[MEDICAL_MEDKITS].push_back(i);
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if (ItemIsFirstAidKit(i)) itemMap[MEDICAL_FIRSTAIDKITS].push_back(i);
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else if (ItemIsMedicalKit(i)) itemMap[MEDICAL_MEDKITS].push_back(i);
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else itemMap[MEDICAL_OTHER].push_back(i);
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}
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else if (Item[i].gascan) itemMap[GAS_CANS].push_back(i);
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else if (Item[i].toolkit) itemMap[TOOL_KITS].push_back(i);
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else if (ItemIsGascan(i)) itemMap[GAS_CANS].push_back(i);
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else if (ItemIsToolkit(i)) itemMap[TOOL_KITS].push_back(i);
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else if (HasItemFlag(i, RADIO_SET)) itemMap[RADIOS].push_back(i);
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else if (Item[i].usItemClass & IC_GRENADE)
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{
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if (Item[i].glgrenade == 0
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if (!ItemIsGLgrenade(i)
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&& Item[i].attachmentclass != AC_GRENADE // not for a grenade launcher
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&& Item[i].attachmentclass != AC_ROCKET) // not for a rocket launcher
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itemMap[GRENADE_THROWN].push_back(i);
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@@ -523,7 +523,7 @@ void UpdateTransportGroupInventory()
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itemMap[BACKPACKS].push_back(i);
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}
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}
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else if (Item[i].camouflagekit) itemMap[CAMO_KITS].push_back(i);
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else if (ItemIsCamoKit(i)) itemMap[CAMO_KITS].push_back(i);
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else if (Item[i].usItemClass & IC_MISC)
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{
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switch (Item[i].attachmentclass)
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@@ -555,11 +555,11 @@ void UpdateTransportGroupInventory()
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{
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itemMap[GUNS].push_back(i);
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}
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else if (Item[i].grenadelauncher)
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else if (ItemIsGrenadeLauncher(i))
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{
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itemMap[GRENADELAUNCHERS].push_back(i);
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}
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else if (Item[i].rocketlauncher)
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else if (ItemIsRocketLauncher(i))
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{
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itemMap[ROCKETLAUNCHERS].push_back(i);
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}
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@@ -713,7 +713,7 @@ void UpdateTransportGroupInventory()
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case ROCKETLAUNCHERS:
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{
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addItemToInventory(pSoldier, id, Item[id].singleshotrocketlauncher ? 3 : 1);
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addItemToInventory(pSoldier, id, ItemIsSingleShotRocketLauncher(id) ? 3 : 1);
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const UINT16 launchableId = PickARandomLaunchable(id);
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if (launchableId == 0) continue; // no launchable matches, skip
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@@ -773,7 +773,7 @@ void UpdateTransportGroupInventory()
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for (int i = 0; i < pSoldier->inv.size(); ++i)
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{
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OBJECTTYPE* item = &pSoldier->inv[i];
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if (item->exists() && Item[item->usItem].defaultundroppable == FALSE)
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if (item->exists() && ItemIsUndroppableByDefault(item->usItem) == FALSE)
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{
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item->fFlags &= ~OBJECT_UNDROPPABLE;
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}
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@@ -861,7 +861,7 @@ void UpdateTransportGroupInventory()
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for (int i = 0; i < pSoldier->inv.size(); ++i)
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{
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OBJECTTYPE* item = &pSoldier->inv[i];
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if (item->exists() && Item[item->usItem].defaultundroppable == FALSE)
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if (item->exists() && ItemIsUndroppableByDefault(item->usItem) == FALSE)
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{
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item->fFlags &= ~OBJECT_UNDROPPABLE;
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}
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