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