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