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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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+10
-9
@@ -2988,11 +2988,12 @@ UINT32 UIHandleCAMercShoot( UI_EVENT *pUIEvent )
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if ( pTSoldier != NULL )
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{
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// If this is one of our own guys.....pop up requiester...
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UINT16 usItem = pSoldier->inv[HANDPOS].usItem;
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if ( ( pTSoldier->bTeam == gbPlayerNum || pTSoldier->bTeam == MILITIA_TEAM )
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&& Item[ pSoldier->inv[ HANDPOS ].usItem ].usItemClass != IC_MEDKIT
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&& !Item[pSoldier->inv[ HANDPOS ].usItem].gascan
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&& !Item[pSoldier->inv[HANDPOS].usItem].toolkit
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&& !ItemCanBeAppliedToOthers( pSoldier->inv[ HANDPOS ].usItem )
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&& Item[ usItem ].usItemClass != IC_MEDKIT
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&& !ItemIsGascan(usItem)
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&& !ItemIsToolkit(usItem)
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&& !ItemCanBeAppliedToOthers( usItem )
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&& gTacticalStatus.ubLastRequesterTargetID != pTSoldier->ubProfile
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&& ( pTSoldier->ubID != pSoldier->ubID ) )
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{
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@@ -3010,7 +3011,7 @@ UINT32 UIHandleCAMercShoot( UI_EVENT *pUIEvent )
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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// SANDRO - Should we ask if we really want to do the surgery?
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else if (Item[ pSoldier->inv[ HANDPOS ].usItem ].medicalkit && (NUM_SKILL_TRAITS( pSoldier, DOCTOR_NT ) >= gSkillTraitValues.ubDONumberTraitsNeededForSurgery)
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else if (ItemIsMedicalKit(usItem) && (NUM_SKILL_TRAITS( pSoldier, DOCTOR_NT ) >= gSkillTraitValues.ubDONumberTraitsNeededForSurgery)
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&& (pTSoldier->bTeam == OUR_TEAM || pTSoldier->bTeam == MILITIA_TEAM)
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&& (IS_MERC_BODY_TYPE( pTSoldier ) || IS_CIV_BODY_TYPE( pTSoldier ))
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&& gGameOptions.fNewTraitSystem && pTSoldier->iHealableInjury >= 100
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@@ -3894,7 +3895,7 @@ void UIHandleSoldierStanceChange( UINT8 ubSoldierID, INT8 bNewStance )
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gGameExternalOptions.ubAllowAlternativeWeaponHolding &&
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pSoldier->inv[HANDPOS].exists() &&
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Weapon[pSoldier->inv[HANDPOS].usItem].HeavyGun &&
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Item[pSoldier->inv[HANDPOS].usItem].twohanded &&
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ItemIsTwoHanded(pSoldier->inv[HANDPOS].usItem) &&
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bNewStance == ANIM_STAND)
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{
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ChangeScopeMode(pSoldier, NOWHERE);
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@@ -3937,7 +3938,7 @@ void UIHandleSoldierStanceChange( UINT8 ubSoldierID, INT8 bNewStance )
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gGameExternalOptions.ubAllowAlternativeWeaponHolding &&
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pSoldier->inv[HANDPOS].exists() &&
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Weapon[pSoldier->inv[HANDPOS].usItem].HeavyGun &&
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Item[pSoldier->inv[HANDPOS].usItem].twohanded &&
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ItemIsTwoHanded(pSoldier->inv[HANDPOS].usItem) &&
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bNewStance == ANIM_STAND)
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{
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ChangeScopeMode(pSoldier, NOWHERE);
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@@ -4628,7 +4629,7 @@ INT8 DrawUIMovementPath( SOLDIERTYPE *pSoldier, INT32 usMapPos, UINT32 uiFlags )
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}
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else if ( uiFlags == MOVEUI_TARGET_BOMB )
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{
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if(Item[pSoldier->inv[HANDPOS].usItem].mine == 1)
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if(ItemIsMine(pSoldier->inv[HANDPOS].usItem))
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sAPCost += GetAPsToPlantMine( pSoldier );
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else
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sAPCost += GetAPsToDropBomb( pSoldier );
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@@ -5014,7 +5015,7 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
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}
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// SANDRO - doctor with medical bag trying to do the surgery
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if ((NUM_SKILL_TRAITS( pSoldier, DOCTOR_NT ) >= gSkillTraitValues.ubDONumberTraitsNeededForSurgery) && Item[pSoldier->inv[ HANDPOS ].usItem].medicalkit && gGameOptions.fNewTraitSystem
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if ((NUM_SKILL_TRAITS( pSoldier, DOCTOR_NT ) >= gSkillTraitValues.ubDONumberTraitsNeededForSurgery) && ItemIsMedicalKit(pSoldier->inv[ HANDPOS ].usItem) && gGameOptions.fNewTraitSystem
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&& (pTSoldier->stats.bLife != pTSoldier->stats.bLifeMax) && (pTSoldier->iHealableInjury >= 100))
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{
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// should come a question first if you really want to do the surgery
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