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Convert INVTYPE boolean fields to flagmask (#325)
Rearranged fields from largest to smallest to remove alignment padding
This commit is contained in:
+74
-4
@@ -179,8 +179,78 @@ BOOLEAN ValidAttachmentClass( UINT16 usAttachment, UINT16 usItem );
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//Determines if it is possible to equip this weapon with this ammo.
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BOOLEAN ValidAmmoType( UINT16 usItem, UINT16 usAmmoType );
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//Determines if this item is a two handed item.
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BOOLEAN TwoHandedItem( UINT16 usItem );
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BOOLEAN ItemIsDamageable(UINT16 usItem);
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BOOLEAN ItemIsRepairable(UINT16 usItem);
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BOOLEAN ItemIsDamagedByWater(UINT16 usItem);
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BOOLEAN ItemIsMetal(UINT16 usItem);
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BOOLEAN ItemSinks(UINT16 usItem);
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BOOLEAN ItemIsTwoHanded(UINT16 usItem);
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BOOLEAN ItemIsHiddenAddon(UINT16 usItem);
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BOOLEAN ItemIsNotBuyable(UINT16 usItem);
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BOOLEAN ItemIsAttachment(UINT16 usItem);
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BOOLEAN ItemIsHiddenAttachment(UINT16 usItem);
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BOOLEAN ItemIsOnlyInTonsOfGuns(UINT16 usItem);
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BOOLEAN ItemIsNotInEditor(UINT16 usItem);
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BOOLEAN ItemIsUndroppableByDefault(UINT16 usItem);
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BOOLEAN ItemIsUnaerodynamic(UINT16 usItem);
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BOOLEAN ItemIsElectronic(UINT16 usItem);
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BOOLEAN ItemIsCannon(UINT16 usItem);
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BOOLEAN ItemIsRocketRifle(UINT16 usItem);
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BOOLEAN ItemHasFingerPrintID(UINT16 usItem);
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BOOLEAN ItemIsMetalDetector(UINT16 usItem);
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BOOLEAN ItemIsGasmask(UINT16 usItem);
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BOOLEAN ItemIsLockBomb(UINT16 usItem);
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BOOLEAN ItemIsFlare(UINT16 usItem);
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BOOLEAN ItemIsGrenadeLauncher(UINT16 usItem);
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BOOLEAN ItemIsMortar(UINT16 usItem);
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BOOLEAN ItemIsDuckbill(UINT16 usItem);
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BOOLEAN ItemIsDetonator(UINT16 usItem);
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BOOLEAN ItemIsRemoteDetonator(UINT16 usItem);
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BOOLEAN ItemHasHiddenMuzzleFlash(UINT16 usItem);
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BOOLEAN ItemIsRocketLauncher(UINT16 usItem);
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BOOLEAN ItemIsSingleShotRocketLauncher(UINT16 usItem);
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BOOLEAN ItemIsBrassKnuckles(UINT16 usItem);
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BOOLEAN ItemIsCrowbar(UINT16 usItem);
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BOOLEAN ItemIsGLgrenade(UINT16 usItem);
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BOOLEAN ItemIsFlakJacket(UINT16 usItem);
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BOOLEAN ItemIsLeatherJacket(UINT16 usItem);
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BOOLEAN ItemIsBatteries(UINT16 usItem);
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BOOLEAN ItemNeedsBatteries(UINT16 usItem);
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BOOLEAN ItemHasXRay(UINT16 usItem);
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BOOLEAN ItemIsWirecutters(UINT16 usItem);
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BOOLEAN ItemIsToolkit(UINT16 usItem);
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BOOLEAN ItemIsFirstAidKit(UINT16 usItem);
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BOOLEAN ItemIsMedicalKit(UINT16 usItem);
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BOOLEAN ItemIsCanteen(UINT16 usItem);
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BOOLEAN ItemIsJar(UINT16 usItem);
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BOOLEAN ItemIsCanAndString(UINT16 usItem);
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BOOLEAN ItemIsMarbles(UINT16 usItem);
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BOOLEAN ItemIsWalkman(UINT16 usItem);
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BOOLEAN ItemIsRemoteTrigger(UINT16 usItem);
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BOOLEAN ItemIsRobotRemote(UINT16 usItem);
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BOOLEAN ItemIsCamoKit(UINT16 usItem);
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BOOLEAN ItemIsLocksmithKit(UINT16 usItem);
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BOOLEAN ItemIsMine(UINT16 usItem);
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BOOLEAN ItemIsATMine(UINT16 usItem);
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BOOLEAN ItemIsHardware(UINT16 usItem);
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BOOLEAN ItemIsMedical(UINT16 usItem);
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BOOLEAN ItemIsGascan(UINT16 usItem);
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BOOLEAN ItemContainsLiquid(UINT16 usItem);
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BOOLEAN ItemIsRock(UINT16 usItem);
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BOOLEAN ItemIsThermalOptics(UINT16 usItem);
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BOOLEAN ItemIsOnlyInScifi(UINT16 usItem);
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BOOLEAN ItemIsOnlyInNIV(UINT16 usItem);
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BOOLEAN ItemIsBarrel(UINT16 usItem);
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BOOLEAN ItemHasTripwireActivation(UINT16 usItem);
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BOOLEAN ItemIsTripwire(UINT16 usItem);
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BOOLEAN ItemIsDirectional(UINT16 usItem);
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BOOLEAN ItemBlocksIronsight(UINT16 usItem);
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BOOLEAN ItemAllowsClimbing(UINT16 usItem);
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BOOLEAN ItemIsCigarette(UINT16 usItem);
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BOOLEAN ItemIsOnlyInDisease(UINT16 usItem);
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BOOLEAN ItemProvidesRobotCamo(UINT16 usItem);
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BOOLEAN ItemProvidesRobotNightvision(UINT16 usItem);
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BOOLEAN ItemProvidesRobotLaserBonus(UINT16 usItem);
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//Existing functions without header def's, added them here, just incase I'll need to call
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//them from the editor.
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@@ -222,7 +292,6 @@ UINT8 ConvertObjectTypeMoneyValueToProfileMoneyValue( UINT32 uiMoneyAmount );
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BOOLEAN CheckForChainReaction( UINT16 usItem, INT16 bStatus, INT16 bDamage, BOOLEAN fOnGround );
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BOOLEAN ItemIsLegal( UINT16 usItemIndex, BOOLEAN fIgnoreCoolness = FALSE );
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BOOLEAN ExtendedGunListGun( UINT16 usGun );
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UINT16 StandardGunListReplacement( UINT16 usGun );
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UINT16 FindReplacementMagazine( UINT8 ubCalibre, UINT16 ubMagSize, UINT8 ubAmmoType);
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UINT16 FindReplacementMagazineIfNecessary( UINT16 usOldGun, UINT16 usOldAmmo, UINT16 usNewGun );
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@@ -497,7 +566,8 @@ UINT64 GetAvailableAttachmentPoint ( OBJECTTYPE * pObject, UINT8 subObject );
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void CheckBombSpecifics( OBJECTTYPE * pObj, INT8* detonatortype, INT8* setting, INT8* defusefrequency );
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// Flugente: check for specific flags
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BOOLEAN HasItemFlag( UINT16 usItem, UINT64 aFlag );
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BOOLEAN HasItemFlag(UINT16 usItem, UINT64 aFlag);
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BOOLEAN HasItemFlag2(UINT16 usItem, UINT64 aFlag);
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// Flugente: get first item number that has this flag. Use with caution, as we search in all items
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BOOLEAN GetFirstItemWithFlag( UINT16* pusItem, UINT64 aFlag );
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