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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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@@ -738,7 +738,7 @@ void GenerateRandomEquipment( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass, INT8
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switch( Item[ pItem->usItem ].usItemClass )
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{
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case IC_GUN:
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if ( !Item[pItem->usItem].rocketlauncher )
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if ( !ItemIsRocketLauncher(pItem->usItem) )
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{
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bWeaponClass *= -1;
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}
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@@ -873,7 +873,7 @@ void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponC
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pp->Inv[ i ][0]->data.gun.ubGunAmmoType = Magazine[Item[usAmmoIndex].ubClassIndex].ubAmmoType;
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pp->Inv[ i ][0]->data.gun.usGunAmmoItem = usAmmoIndex;
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if ( Item[usGunIndex].fingerprintid )
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if (ItemHasFingerPrintID(usGunIndex))
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{
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pp->Inv[ i ][0]->data.ubImprintID = (NO_PROFILE + 1);
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}
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@@ -951,7 +951,7 @@ void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponC
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pp->Inv[ HANDPOS ].fFlags |= OBJECT_UNDROPPABLE;
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// Rocket Rifles must come pre-imprinted, in case carrier gets killed without getting a shot off
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if ( Item[usGunIndex].fingerprintid )
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if (ItemHasFingerPrintID(usGunIndex))
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{
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pp->Inv[ HANDPOS ][0]->data.ubImprintID = (NO_PROFILE + 1);
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}
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@@ -3144,7 +3144,7 @@ void ReplaceExtendedGuns( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass )
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{
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usItem = pp->Inv[ uiLoop ].usItem;
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if ( ( Item[ usItem ].usItemClass & IC_GUN ) && ExtendedGunListGun( usItem ) )
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if ( ( Item[ usItem ].usItemClass & IC_GUN ) && ItemIsOnlyInTonsOfGuns( usItem ) )
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{
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if ( bSoldierClass == SOLDIER_CLASS_NONE )
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{
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@@ -3528,7 +3528,7 @@ UINT32 ItemFitness( OBJECTTYPE* pObj, UINT8 idx )
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}
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else if ( Item[ pObj->usItem ].usItemClass & IC_FACE )
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{
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if ( Item[ pObj->usItem ].gasmask )
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if (ItemIsGasmask(pObj->usItem))
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value = (*pObj)[idx]->data.objectStatus;
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else if ( Item[ pObj->usItem ].hearingrangebonus )
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{
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@@ -4186,7 +4186,7 @@ void TakeMilitiaEquipmentfromSector( INT16 sMapX, INT16 sMapY, INT8 sMapZ, SOLDI
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else if ( Item[pWorldItem[ uiCount ].object.usItem].usItemClass & IC_FACE && (!si[SI_SIGHT].done || !si[SI_FACE2].done || !si[SI_FACE_SPARESIGHT].done || !si[SI_GASMASK].done) )
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{
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// gasmasks are reserved for a special slot and will only be worn if we do not have 2 face items. items that increase our vision (NVGs adn sungooggles) get to slot 1, everything else in 2
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if ( Item[ pWorldItem[ uiCount ].object.usItem ].gasmask )
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if (ItemIsGasmask(pWorldItem[ uiCount ].object.usItem))
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EvaluateObjForItem( pWorldItem, pObj, uiCount, &si[SI_GASMASK] );
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else if ( Item[ pWorldItem[ uiCount ].object.usItem ].nightvisionrangebonus > 0 )
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{
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@@ -4265,7 +4265,7 @@ void TakeMilitiaEquipmentfromSector( INT16 sMapX, INT16 sMapY, INT8 sMapZ, SOLDI
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if ( fnd == launcherhelpmap.end() )
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{
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LauncherHelpStruct tmp;
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tmp.fNeedsAmmo = !Item[pWorldItem[ uiCount ].object.usItem].singleshotrocketlauncher;
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tmp.fNeedsAmmo = !ItemIsSingleShotRocketLauncher(pWorldItem[ uiCount ].object.usItem);
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launcherhelpmap[ pWorldItem[ uiCount ].object.usItem ] = tmp;
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}
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}
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