mirror of
https://github.com/1dot13/source.git
synced 2026-09-09 14:46:05 +02:00
Convert INVTYPE boolean fields to flagmask (#325)
Rearranged fields from largest to smallest to remove alignment padding
This commit is contained in:
+213
-250
@@ -779,6 +779,98 @@ extern OBJECTTYPE gTempObject;
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// extended flagmask to UINT64
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#define EMPTY_BLOOD_BAG 0x0000000100000000 // this item is a empty blood bag
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#define MEDICAL_SPLINT 0x0000000200000000 // this item is a medical splint that can be applied to some diseases
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#define ITEM_damageable 0x0000000400000000
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#define ITEM_repairable 0x0000000800000000
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#define ITEM_waterdamages 0x0000001000000000
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#define ITEM_metal 0x0000002000000000
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#define ITEM_sinks 0x0000004000000000
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#define ITEM_showstatus 0x0000008000000000
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#define ITEM_hiddenaddon 0x0000010000000000
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#define ITEM_twohanded 0x0000020000000000
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#define ITEM_notbuyable 0x0000040000000000
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#define ITEM_attachment 0x0000080000000000
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#define ITEM_hiddenattachment 0x0000100000000000
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#define ITEM_biggunlist 0x0000200000000000
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#define ITEM_notineditor 0x0000400000000000
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#define ITEM_defaultundroppable 0x0000800000000000
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#define ITEM_unaerodynamic 0x0001000000000000
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#define ITEM_electronic 0x0002000000000000
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#define ITEM_cannon 0x0004000000000000
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#define ITEM_rocketrifle 0x0008000000000000
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#define ITEM_fingerprintid 0x0010000000000000
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#define ITEM_metaldetector 0x0020000000000000
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#define ITEM_gasmask 0x0040000000000000
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#define ITEM_lockbomb 0x0080000000000000
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#define ITEM_flare 0x0100000000000000
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#define ITEM_grenadelauncher 0x0200000000000000
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#define ITEM_mortar 0x0400000000000000
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#define ITEM_duckbill 0x0800000000000000
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#define ITEM_detonator 0x1000000000000000
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#define ITEM_remotedetonator 0x2000000000000000
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#define ITEM_hidemuzzleflash 0x4000000000000000
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#define ITEM_rocketlauncher 0x8000000000000000
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// New UINT64 Item Flag => usItemFlag2
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#define ITEM_singleshotrocketlauncher 0x00000001
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#define ITEM_brassknuckles 0x00000002
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#define ITEM_crowbar 0x00000004
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#define ITEM_glgrenade 0x00000008
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#define ITEM_flakjacket 0x00000010
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#define ITEM_leatherjacket 0x00000020
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#define ITEM_batteries 0x00000040
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#define ITEM_needsbatteries 0x00000080
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#define ITEM_xray 0x00000100
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#define ITEM_wirecutters 0x00000200
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#define ITEM_toolkit 0x00000400
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#define ITEM_firstaidkit 0x00000800
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#define ITEM_medicalkit 0x00001000
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#define ITEM_canteen 0x00002000
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#define ITEM_jar 0x00004000
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#define ITEM_canandstring 0x00008000
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#define ITEM_marbles 0x00010000
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#define ITEM_walkman 0x00020000
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#define ITEM_remotetrigger 0x00040000
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#define ITEM_robotremotecontrol 0x00080000
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#define ITEM_camouflagekit 0x00100000
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#define ITEM_locksmithkit 0x00200000
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#define ITEM_mine 0x00400000
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#define ITEM_antitankmine 0x00800000
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#define ITEM_hardware 0x01000000
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#define ITEM_medical 0x02000000
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#define ITEM_gascan 0x04000000
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#define ITEM_containsliquid 0x08000000
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#define ITEM_rock 0x10000000
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#define ITEM_thermaloptics 0x20000000
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#define ITEM_scifi 0x40000000
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#define ITEM_newinv 0x80000000
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#define ITEM_DiseaseSystemExclusive 0x0000000100000000 // kitty: item exclusively available with disease feature
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#define ITEM_barrel 0x0000000200000000 // item can be used on some guns as an exchange barrel
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#define ITEM_tripwireactivation 0x0000000400000000 // item (mine) can be activated by nearby tripwire
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#define ITEM_tripwire 0x0000000800000000 // item is tripwire
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#define ITEM_directional 0x0000001000000000 // item is a directional mine/bomb (actual direction is set upon planting)
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#define ITEM_blockironsight 0x0000002000000000 // if a gun or any attachment have this property, the iron sight won't be usable (if there is at least one other usable sight)
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#define ITEM_fAllowClimbing 0x0000004000000000 // JMich: BackpackClimb does item allow climbing while wearing it
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#define ITEM_cigarette 0x0000008000000000 // Flugente: this item can be smoked
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#define ITEM_fProvidesRobotCamo 0x0000010000000000 // rftr: robot attachments
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#define ITEM_fProvidesRobotNightVision 0x0000020000000000 // rftr: robot attachments
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#define ITEM_fProvidesRobotLaserBonus 0x0000040000000000 // rftr: robot attachments
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// ----------------------------------------------------------------
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@@ -947,160 +1039,48 @@ extern OBJECTTYPE gTempObject;
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// autofiretohitbonus,
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// bursttohitbonus
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typedef struct
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{
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UINT32 usItemClass;
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UINT64 nasAttachmentClass; //CHRISL: Identify the class of attachment
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UINT64 nasLayoutClass;
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//Madd: Common Attachment Framework: attach items based on matching connection points rather than using the old long attachmentinfo method
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UINT64 ulAvailableAttachmentPoint;
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UINT64 ulAttachmentPoint;
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UINT8 ubAttachToPointAPCost; // cost to attach to any matching point
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UINT16 ubClassIndex;
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UINT8 ubCursor;
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INT8 bSoundType;
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UINT8 ubGraphicType;
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UINT16 ubGraphicNum;
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UINT16 ubWeight; //2 units per kilogram; roughly 1 unit per pound
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UINT8 ubPerPocket;
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UINT16 ItemSize;
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UINT16 usPrice;
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UINT8 ubCoolness;
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INT8 bReliability;
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INT8 bRepairEase;
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UINT16 fFlags;
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UINT32 uiIndex; // added
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CHAR16 szItemName[80]; //+1 for the null terminator //added
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BOOLEAN damageable;
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BOOLEAN repairable;
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BOOLEAN waterdamages;
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BOOLEAN metal;
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BOOLEAN sinks;
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BOOLEAN showstatus;
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BOOLEAN hiddenaddon;
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BOOLEAN twohanded;
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BOOLEAN notbuyable;
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BOOLEAN attachment;
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BOOLEAN hiddenattachment;
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BOOLEAN biggunlist;
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BOOLEAN notineditor;
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BOOLEAN defaultundroppable;
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BOOLEAN unaerodynamic;
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BOOLEAN electronic;
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UINT8 inseparable; //Madd:Normally, an inseparable attachment can never be removed.
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//But now we will make it so that these items can be replaced, but still not removed directly.
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//0 = removeable (as before)
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//1 = inseparable (as before)
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//2 = inseparable, but replaceable
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CHAR16 szLongItemName[80];
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CHAR16 szItemDesc[400];
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CHAR16 szBRName[80];
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CHAR16 szBRDesc[400];
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//TODO: quest items, boosters, money
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// special item/attachment functions:
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BOOLEAN cannon;
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BOOLEAN rocketrifle;
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BOOLEAN fingerprintid;
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BOOLEAN metaldetector;
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BOOLEAN gasmask;
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BOOLEAN lockbomb;
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BOOLEAN flare;
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INT16 percentnoisereduction;
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INT16 bipod;
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INT16 tohitbonus;
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INT16 bestlaserrange;
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INT16 rangebonus;
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INT16 percentrangebonus;
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INT16 aimbonus;
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INT16 minrangeforaimbonus;
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INT16 percentapreduction;
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INT16 percentstatusdrainreduction;
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BOOLEAN grenadelauncher;
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BOOLEAN mortar;
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BOOLEAN duckbill;
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BOOLEAN detonator;
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BOOLEAN remotedetonator;
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BOOLEAN hidemuzzleflash;
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BOOLEAN rocketlauncher;
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BOOLEAN singleshotrocketlauncher;
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UINT16 discardedlauncheritem;
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BOOLEAN brassknuckles;
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//*** ddd UINT16 bloodieditem;
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INT16 bloodieditem;
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BOOLEAN crowbar;
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BOOLEAN glgrenade;
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BOOLEAN flakjacket;
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INT16 hearingrangebonus;
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INT16 visionrangebonus;
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INT16 nightvisionrangebonus;
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INT16 dayvisionrangebonus;
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INT16 cavevisionrangebonus;
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INT16 brightlightvisionrangebonus;
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INT16 itemsizebonus;
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BOOLEAN leatherjacket;
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BOOLEAN batteries;
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BOOLEAN needsbatteries;
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BOOLEAN xray;
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BOOLEAN wirecutters;
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BOOLEAN toolkit;
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BOOLEAN firstaidkit;
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BOOLEAN medicalkit;
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BOOLEAN canteen;
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BOOLEAN jar;
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BOOLEAN canandstring;
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BOOLEAN marbles;
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BOOLEAN walkman;
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BOOLEAN remotetrigger;
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BOOLEAN robotremotecontrol;
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BOOLEAN camouflagekit;
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BOOLEAN locksmithkit;
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BOOLEAN mine;
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BOOLEAN antitankmine;
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FLOAT alcohol;
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BOOLEAN hardware;
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BOOLEAN medical;
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BOOLEAN gascan;
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BOOLEAN containsliquid;
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BOOLEAN rock;
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INT16 damagebonus;
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INT16 meleedamagebonus;
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INT16 magsizebonus;
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INT16 percentautofireapreduction;
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INT16 autofiretohitbonus;
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INT16 APBonus;
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INT16 rateoffirebonus;
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INT16 burstsizebonus;
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INT16 bursttohitbonus;
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INT16 percentreadytimeapreduction;
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INT16 bulletspeedbonus;
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BOOLEAN thermaloptics;
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UINT8 percenttunnelvision;
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INT16 percentreloadtimeapreduction;
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INT16 percentburstfireapreduction;
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INT16 camobonus;
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INT16 stealthbonus;
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INT16 urbanCamobonus;
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INT16 desertCamobonus;
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INT16 snowCamobonus;
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BOOLEAN scifi; // item only available in scifi mode
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BOOLEAN newinv; // item only available in new inventory mode
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UINT8 ubAttachmentSystem; //Item availability per attachment system: 0 = both, 1 = OAS, 2 = NAS
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CHAR16 szItemName[80]; //+1 for the null terminator //added
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CHAR16 szLongItemName[80];
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CHAR16 szBRName[80];
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UINT16 defaultattachments[MAX_DEFAULT_ATTACHMENTS]; //Need more default attachments, chose an array to do so. (no vector / list just to keep this all plain data)
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UINT64 nasAttachmentClass; //CHRISL: Identify the class of attachment
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UINT64 nasLayoutClass;
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UINT64 ulAvailableAttachmentPoint;
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UINT64 ulAttachmentPoint;
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UINT64 usItemFlag; // bitflags to store various item properties (better than introducing 64 BOOLEAN values). If I only had thought of this earlier....
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UINT64 usItemFlag2; // bitflags to store various item properties
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UINT32 uiIndex;
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UINT32 usItemClass;
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UINT32 attachmentclass; // attachmentclass used
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UINT32 drugtype; // this flagmask determines what different components are used in a drug, which results in different effects
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UINT32 foodtype;
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UINT32 usActionItemFlag; // Flugente: a flag that is necessary for transforming action items to objects with new abilities (for now, tripwire networks and directional explosives)
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UINT32 clothestype; // Flugente: clothes type that 'links' to an entry in Clothes.xml
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//zilpin: pellet spread patterns externalized in XML
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INT32 spreadPattern;
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FLOAT alcohol;
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// HEADROCK HAM 4: New modifiers that do not require a stance array, since they affect the gun objectively, not
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// subjectively.
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FLOAT RecoilModifierX;
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FLOAT RecoilModifierY;
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FLOAT scopemagfactor;
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FLOAT projectionfactor;
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FLOAT usOverheatingCooldownFactor; // every turn/5 seconds, a gun's temperature is lowered by this amount
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FLOAT overheatTemperatureModificator; // percentage modifier of heat a shot generates (read from attachments)
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FLOAT overheatCooldownModificator; // percentage modifier of cooldown amount (read from attachments, applies to guns & barrels)
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FLOAT overheatJamThresholdModificator; // percentage modifier of a gun's jam threshold (read from attachments)
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FLOAT overheatDamageThresholdModificator; // percentage modifier of a gun's damage threshold (read from attachments)
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FLOAT dirtIncreaseFactor; // Flugente: advanced repair/dirt system. One shot causes this much dirt on a gun
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FLOAT fRobotDamageReductionModifier; // rftr: robot attachments
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// HEADROCK HAM 4: New variable arrays for the New CTH system.
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INT16 flatbasemodifier[3];
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INT16 percentbasemodifier[3];
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@@ -1113,115 +1093,98 @@ typedef struct
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INT16 counterforceaccuracymodifier[3];
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INT16 targettrackingmodifier[3];
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INT16 aimlevelsmodifier[3];
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// HEADROCK HAM 4: New modifiers that do not require a stance array, since they affect the gun objectively, not
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// subjectively.
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FLOAT RecoilModifierX;
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FLOAT RecoilModifierY;
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//Madd: Common Attachment Framework: attach items based on matching connection points rather than using the old long attachmentinfo method
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UINT16 ubClassIndex;
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UINT16 ubGraphicNum;
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UINT16 ubWeight; //2 units per kilogram; roughly 1 unit per pound
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UINT16 ItemSize;
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UINT16 usPrice;
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UINT16 discardedlauncheritem;
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UINT16 randomitem; // Flugente: a link to RandomItemsClass.xml. Out of such an item, a random object is created, depending on the entries in the xml
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UINT16 usBuddyItem; // Flugente: item is connected to another item. Type of connection depends on item specifics
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UINT16 usRiotShieldStrength; // Flugente: riot shields. strength of shield
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UINT16 usRiotShieldGraphic; // Flugente: riot shields. graphic of shield (when deployed in tactical, taken from Tilecache/riotshield.sti)
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INT16 percentnoisereduction;
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INT16 bipod;
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INT16 tohitbonus;
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INT16 bestlaserrange;
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INT16 rangebonus;
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INT16 percentrangebonus;
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INT16 aimbonus;
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INT16 minrangeforaimbonus;
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INT16 percentapreduction;
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INT16 percentstatusdrainreduction;
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INT16 bloodieditem;
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INT16 hearingrangebonus;
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INT16 visionrangebonus;
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INT16 nightvisionrangebonus;
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INT16 dayvisionrangebonus;
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INT16 cavevisionrangebonus;
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INT16 brightlightvisionrangebonus;
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INT16 itemsizebonus;
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INT16 damagebonus;
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INT16 meleedamagebonus;
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INT16 magsizebonus;
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INT16 percentautofireapreduction;
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INT16 autofiretohitbonus;
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INT16 APBonus;
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INT16 rateoffirebonus;
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INT16 burstsizebonus;
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INT16 bursttohitbonus;
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INT16 percentreadytimeapreduction;
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INT16 bulletspeedbonus;
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INT16 percentreloadtimeapreduction;
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INT16 percentburstfireapreduction;
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INT16 camobonus;
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INT16 stealthbonus;
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INT16 urbanCamobonus;
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INT16 desertCamobonus;
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INT16 snowCamobonus;
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INT16 PercentRecoilModifier;
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INT16 percentaccuracymodifier;
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FLOAT scopemagfactor;
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FLOAT projectionfactor;
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BOOLEAN speeddot;
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INT16 usSpotting; // Flugente: spotting effectiveness
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INT16 sBackpackWeightModifier; // JMich: BackpackClimb modifier to weight calculation to climb.
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INT16 sFireResistance;
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// Flugente
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BOOLEAN barrel; // item can be used on some guns as an exchange barrel
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FLOAT usOverheatingCooldownFactor; // every turn/5 seconds, a gun's temperature is lowered by this amount
|
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FLOAT overheatTemperatureModificator; // percentage modifier of heat a shot generates (read from attachments)
|
||||
FLOAT overheatCooldownModificator; // percentage modifier of cooldown amount (read from attachments, applies to guns & barrels)
|
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FLOAT overheatJamThresholdModificator; // percentage modifier of a gun's jam threshold (read from attachments)
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FLOAT overheatDamageThresholdModificator; // percentage modifier of a gun's damage threshold (read from attachments)
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UINT8 ubAttachToPointAPCost; // cost to attach to any matching point
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UINT8 ubCursor;
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UINT8 ubGraphicType;
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UINT8 ubPerPocket;
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UINT8 ubCoolness;
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UINT8 percenttunnelvision;
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UINT8 ubAttachmentSystem; //Item availability per attachment system: 0 = both, 1 = OAS, 2 = NAS
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UINT8 CrowbarModifier;
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UINT8 DisarmModifier;
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UINT8 usHackingModifier;
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UINT8 usBurialModifier; // Flugente: a modifier for burial effectiveness
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UINT8 usDamageChance; // Flugente: advanced repair/dirt system. Chance that damage to the status will also damage the repair threshold
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UINT8 usFlashLightRange; // Flugente: range of a flashlight (an item with usFlashLightRange > 0 is deemed a flashlight)
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UINT8 usItemChoiceTimeSetting; // Flugente: determine wether the AI should pick this item for its choices only at certain times
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UINT8 ubSleepModifier; // silversurfer: item provides breath regeneration bonus while resting
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UINT8 usPortionSize; // Flugente: for consumables: how much of this item is consumed at once
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UINT8 usAdministrationModifier; // Flugente: a modifier for administration effectiveness
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UINT8 inseparable; //Madd:Normally, an inseparable attachment can never be removed.
|
||||
//But now we will make it so that these items can be replaced, but still not removed directly.
|
||||
//0 = removeable (as before)
|
||||
//1 = inseparable (as before)
|
||||
//2 = inseparable, but replaceable
|
||||
|
||||
UINT32 attachmentclass; // attachmentclass used
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BOOLEAN tripwireactivation; // item (mine) can be activated by nearby tripwire
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BOOLEAN tripwire; // item is tripwire
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BOOLEAN directional; // item is a directional mine/bomb (actual direction is set upon planting)
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|
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UINT32 drugtype; // this flagmask determines what different components are used in a drug, which results in different effects
|
||||
|
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BOOLEAN blockironsight; // if a gun or any attachment have this property, the iron sight won't be usable (if there is at least one other usable sight)
|
||||
|
||||
UINT64 usItemFlag; // bitflags to store various item properties (better than introducing 32 BOOLEAN values). If I only had thought of this earlier....
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||||
|
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// Flugente: food type
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UINT32 foodtype;
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||||
|
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//JMich_SkillModifiers: Adding new skill modifiers
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||||
INT8 LockPickModifier;
|
||||
UINT8 CrowbarModifier;
|
||||
UINT8 DisarmModifier;
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INT8 RepairModifier;
|
||||
|
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// Flugente: a modifier to hacking
|
||||
UINT8 usHackingModifier;
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||||
|
||||
// Flugente: a modifier for burial effectiveness
|
||||
UINT8 usBurialModifier;
|
||||
|
||||
// Flugente: advanced repair/dirt system
|
||||
UINT8 usDamageChance; // chance that damage to the status will also damage the repair threshold
|
||||
FLOAT dirtIncreaseFactor; // one shot causes this much dirt on a gun
|
||||
|
||||
// Flugente: a flag that is necessary for transforming action items to objects with new abilities (for now, tripwire networks and directional explosives)
|
||||
UINT32 usActionItemFlag;
|
||||
|
||||
// Flugente: clothes type that 'links' to an entry in Clothes.xml
|
||||
UINT32 clothestype;
|
||||
|
||||
// Flugente: a link to RandomItemsClass.xml. Out of such an item, a random object is created, depending on the entries in the xml
|
||||
UINT16 randomitem;
|
||||
INT8 randomitemcoolnessmodificator; // alters the allowed maximum coolness a random item can have
|
||||
|
||||
// Flugente: range of a flashlight (an item with usFlashLightRange > 0 is deemed a flashlight)
|
||||
UINT8 usFlashLightRange;
|
||||
|
||||
// Flugente: determine wether the AI should pick this item for its choices only at certain times
|
||||
UINT8 usItemChoiceTimeSetting;
|
||||
|
||||
// Flugente: item is connected to another item. Type of connection depends on item specifics
|
||||
UINT16 usBuddyItem;
|
||||
|
||||
// silversurfer: item provides breath regeneration bonus while resting
|
||||
UINT8 ubSleepModifier;
|
||||
|
||||
// Flugente: spotting effectiveness
|
||||
INT16 usSpotting;
|
||||
|
||||
//JMich.BackpackClimb
|
||||
INT16 sBackpackWeightModifier; //modifier to weight calculation to climb.
|
||||
BOOLEAN fAllowClimbing; //does item allow climbing while wearing it
|
||||
|
||||
BOOLEAN cigarette; // Flugente: this item can be smoked
|
||||
UINT8 usPortionSize; // Flugente: for consumables: how much of this item is consumed at once
|
||||
|
||||
// Flugente: riot shields
|
||||
UINT16 usRiotShieldStrength; // strength of shield
|
||||
UINT16 usRiotShieldGraphic; // graphic of shield (when deployed in tactical, taken from Tilecache/riotshield.sti)
|
||||
|
||||
// Flugente: fire resistance
|
||||
INT16 sFireResistance;
|
||||
|
||||
// Flugente: a modifier for administration effectiveness
|
||||
UINT8 usAdministrationModifier;
|
||||
|
||||
// rftr: robot attachments
|
||||
FLOAT fRobotDamageReductionModifier;
|
||||
INT8 bRobotStrBonus;
|
||||
INT8 bRobotAgiBonus;
|
||||
INT8 bRobotDexBonus;
|
||||
INT8 bRobotTargetingSkillGrant;
|
||||
INT8 bRobotChassisSkillGrant;
|
||||
INT8 bRobotUtilitySkillGrant;
|
||||
BOOLEAN fProvidesRobotCamo;
|
||||
BOOLEAN fProvidesRobotNightVision;
|
||||
BOOLEAN fProvidesRobotLaserBonus;
|
||||
|
||||
// kitty: item exclusively available with disease feature
|
||||
BOOLEAN DiseaseSystemExclusive;
|
||||
|
||||
// rftr: the progress bounds that allow a transport group to drop an item
|
||||
INT8 iTransportGroupMinProgress;
|
||||
INT8 iTransportGroupMaxProgress;
|
||||
INT8 bSoundType;
|
||||
INT8 bReliability;
|
||||
INT8 bRepairEase;
|
||||
INT8 LockPickModifier;
|
||||
INT8 RepairModifier;
|
||||
INT8 randomitemcoolnessmodificator; // Flugente: a link to RandomItemsClass.xml. alters the allowed maximum coolness a random item can have
|
||||
INT8 bRobotStrBonus; // rftr: robot attachments
|
||||
INT8 bRobotAgiBonus; // rftr: robot attachments
|
||||
INT8 bRobotDexBonus; // rftr: robot attachments
|
||||
INT8 bRobotTargetingSkillGrant; // rftr: robot attachments
|
||||
INT8 bRobotChassisSkillGrant; // rftr: robot attachments
|
||||
INT8 bRobotUtilitySkillGrant; // rftr: robot attachments
|
||||
INT8 iTransportGroupMinProgress; // rftr: the progress bounds that allow a transport group to drop an item
|
||||
INT8 iTransportGroupMaxProgress; // rftr: the progress bounds that allow a transport group to drop an item
|
||||
} INVTYPE;
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user