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https://github.com/1dot13/source.git
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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:
+16
-16
@@ -4840,15 +4840,15 @@ INT8 FireBulletGivenTargetNCTH( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY,
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{
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usBulletFlags |= BULLET_FLAG_KNIFE;
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}
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else if ( Item[usHandItem].rocketlauncher )
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else if (ItemIsRocketLauncher(usHandItem))
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{
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usBulletFlags |= BULLET_FLAG_MISSILE;
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}
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else if ( Item[usHandItem].cannon )
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else if (ItemIsCannon(usHandItem))
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{
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usBulletFlags |= BULLET_FLAG_TANK_CANNON;
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}
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else if ( Item[usHandItem].rocketrifle )
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else if (ItemIsRocketRifle(usHandItem))
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{
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usBulletFlags |= BULLET_FLAG_SMALL_MISSILE;
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}
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@@ -5237,7 +5237,7 @@ INT8 FireBulletGivenTargetNCTH( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY,
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if( !fFake && ( pFirer->ubProfile != NO_PROFILE ) && ( pFirer->bTeam == gbPlayerNum ) )
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{
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// another shot fired
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if ( Item[usHandItem].usItemClass == IC_LAUNCHER || Item[usHandItem].grenadelauncher || Item[usHandItem].rocketlauncher || Item[usHandItem].singleshotrocketlauncher || Item[usHandItem].mortar)
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if ( Item[usHandItem].usItemClass == IC_LAUNCHER || ItemIsGrenadeLauncher(usHandItem) || ItemIsRocketLauncher(usHandItem) || ItemIsSingleShotRocketLauncher(usHandItem) || ItemIsMortar(usHandItem))
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gMercProfiles[ pFirer->ubProfile ].records.usMissilesLaunched++;
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else if ( Item[usHandItem].usItemClass == IC_THROWING_KNIFE )
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gMercProfiles[ pFirer->ubProfile ].records.usKnivesThrown++;
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@@ -5335,15 +5335,15 @@ INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOA
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{
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usBulletFlags |= BULLET_FLAG_KNIFE;
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}
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else if ( Item[usHandItem].rocketlauncher )
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else if (ItemIsRocketLauncher(usHandItem))
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{
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usBulletFlags |= BULLET_FLAG_MISSILE;
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}
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else if ( Item[usHandItem].cannon )
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else if (ItemIsCannon(usHandItem))
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{
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usBulletFlags |= BULLET_FLAG_TANK_CANNON;
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}
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else if ( Item[usHandItem].rocketrifle )
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else if (ItemIsRocketRifle(usHandItem))
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{
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usBulletFlags |= BULLET_FLAG_SMALL_MISSILE;
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}
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@@ -5753,7 +5753,7 @@ INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOA
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if( !fFake && ( pFirer->ubProfile != NO_PROFILE ) && ( pFirer->bTeam == gbPlayerNum ) )
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{
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// another shot fired
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if ( Item[usHandItem].usItemClass == IC_LAUNCHER || Item[usHandItem].grenadelauncher || Item[usHandItem].rocketlauncher || Item[usHandItem].singleshotrocketlauncher || Item[usHandItem].mortar)
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if ( Item[usHandItem].usItemClass == IC_LAUNCHER || ItemIsGrenadeLauncher(usHandItem) || ItemIsRocketLauncher(usHandItem) || ItemIsSingleShotRocketLauncher(usHandItem) || ItemIsMortar(usHandItem))
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gMercProfiles[ pFirer->ubProfile ].records.usMissilesLaunched++;
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else if ( Item[usHandItem].usItemClass == IC_THROWING_KNIFE )
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gMercProfiles[ pFirer->ubProfile ].records.usKnivesThrown++;
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@@ -6007,15 +6007,15 @@ INT8 FireBulletGivenTargetTrapOnly( SOLDIERTYPE* pThrower, OBJECTTYPE* pObj, INT
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{
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usBulletFlags |= BULLET_FLAG_KNIFE;
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}
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else if ( Item[usItem].rocketlauncher )
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else if (ItemIsRocketLauncher(usItem))
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{
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usBulletFlags |= BULLET_FLAG_MISSILE;
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}
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else if ( Item[usItem].cannon )
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else if (ItemIsCannon(usItem))
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{
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usBulletFlags |= BULLET_FLAG_TANK_CANNON;
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}
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else if ( Item[usItem].rocketrifle )
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else if (ItemIsRocketRifle(usItem))
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{
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usBulletFlags |= BULLET_FLAG_SMALL_MISSILE;
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}
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@@ -6594,15 +6594,15 @@ INT8 FireBulletGivenTarget_NoObjectNoSoldier( UINT16 usItem, UINT8 ammotype, UIN
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{
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usBulletFlags |= BULLET_FLAG_KNIFE;
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}
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else if ( Item[usItem].rocketlauncher )
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else if (ItemIsRocketLauncher(usItem))
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{
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usBulletFlags |= BULLET_FLAG_MISSILE;
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}
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else if ( Item[usItem].cannon )
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else if (ItemIsCannon(usItem))
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{
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usBulletFlags |= BULLET_FLAG_TANK_CANNON;
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}
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else if ( Item[usItem].rocketrifle )
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else if (ItemIsRocketRifle(usItem))
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{
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usBulletFlags |= BULLET_FLAG_SMALL_MISSILE;
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}
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@@ -6923,7 +6923,7 @@ INT8 ChanceToGetThrough(SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOAT dE
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// sevenfm: check that weapon exists!
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if (pObjHand->exists() &&
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pObjHand->usItem == pFirer->usAttackingWeapon &&
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(Item[pFirer->usAttackingWeapon].usItemClass == IC_GUN || Item[pFirer->usAttackingWeapon].usItemClass == IC_THROWING_KNIFE || Item[pFirer->usAttackingWeapon].rocketlauncher))
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(Item[pFirer->usAttackingWeapon].usItemClass == IC_GUN || Item[pFirer->usAttackingWeapon].usItemClass == IC_THROWING_KNIFE || ItemIsRocketLauncher(pFirer->usAttackingWeapon)))
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{
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BOOLEAN fBuckShot = FALSE;
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@@ -8643,7 +8643,7 @@ void AdjustTargetCenterPoint( SOLDIERTYPE *pShooter, INT32 iTargetGridNo, FLOAT
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//INT32 iLaserRange = GetBestLaserRange(&(pShooter->inv[pSoldier->ubAttackingHand]));
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INT16 sLaserRange = GetBestLaserRange(pWeapon);
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if (AM_A_ROBOT(pShooter) && Item[pShooter->inv[ROBOT_TARGETING_SLOT].usItem].fProvidesRobotLaserBonus)
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if (AM_A_ROBOT(pShooter) && ItemProvidesRobotLaserBonus(pShooter->inv[ROBOT_TARGETING_SLOT].usItem))
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{
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sLaserRange = max(sLaserRange, GetBestLaserRange(&pShooter->inv[ROBOT_TARGETING_SLOT]));
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}
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