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
+5 -5
View File
@@ -4297,10 +4297,10 @@ UINT16 DetermineSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimSta
// ADJUST BASED ON ITEM IN HAND....
usItem = pSoldier->inv[ HANDPOS ].usItem;
if ( ( Item[ usItem ].usItemClass == IC_GUN || Item[ usItem ].usItemClass == IC_LAUNCHER ) && !Item[usItem].rocketlauncher)
if ( ( Item[ usItem ].usItemClass == IC_GUN || Item[ usItem ].usItemClass == IC_LAUNCHER ) && !ItemIsRocketLauncher(usItem) )
{
// if ( (Item[ usItem ].fFlags & ITEM_TWO_HANDED) )
if ( (Item[ usItem ].twohanded ) )
if (ItemIsTwoHanded(usItem))
{
ubWaterHandIndex = 0;
}
@@ -4321,7 +4321,7 @@ UINT16 DetermineSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimSta
// ADJUST BASED ON ITEM IN HAND....
usItem = pSoldier->inv[ HANDPOS ].usItem;
if ( !(Item[ usItem ].usItemClass == IC_GUN ) && !(Item[ usItem ].usItemClass == IC_LAUNCHER ) || Item[usItem].rocketlauncher )
if ( !(Item[ usItem ].usItemClass == IC_GUN ) && !(Item[ usItem ].usItemClass == IC_LAUNCHER ) || ItemIsRocketLauncher(usItem) )
{
if ( usAnimState == STANDING )
{
@@ -4342,10 +4342,10 @@ UINT16 DetermineSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimSta
else
{
// CHECK FOR HANDGUN
if ( ( Item[ usItem ].usItemClass == IC_GUN || Item[ usItem ].usItemClass == IC_LAUNCHER ) && !Item[usItem].rocketlauncher )
if ( ( Item[ usItem ].usItemClass == IC_GUN || Item[ usItem ].usItemClass == IC_LAUNCHER ) && !ItemIsRocketLauncher(usItem) )
{
// if ( !(Item[ usItem ].fFlags & ITEM_TWO_HANDED) )
if ( !(Item[ usItem ].twohanded ) )
if ( !ItemIsTwoHanded(usItem) )
{
// SANDRO - new anim for running with pistol by PasHancock
if ( usAnimState == RUNNING )