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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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@@ -7287,7 +7287,7 @@ void RemoveCapturedEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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// Check if it's supposed to be dropped
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if ( !((*pObj).fFlags & OBJECT_UNDROPPABLE) || pTeamSoldier->bTeam == gbPlayerNum )
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{
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if ( !(Item[pObj->usItem].defaultundroppable) )
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if ( !ItemIsUndroppableByDefault(pObj->usItem) )
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{
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//ReduceAmmoDroppedByNonPlayerSoldiers( pTeamSoldier, cnt );
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@@ -7301,7 +7301,7 @@ void RemoveCapturedEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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//add a flag to the item so when all enemies are killed, we can run through and reveal all the enemies items
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usItemFlags |= WORLD_ITEM_DROPPED_FROM_ENEMY;
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if ( Item[pObj->usItem].damageable && Item[pObj->usItem].usItemClass != IC_THROWING_KNIFE ) // Madd: drop crappier items from enemies on higher difficulty levels - note the quick fix for throwing knives
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if (ItemIsDamageable(pObj->usItem) && Item[pObj->usItem].usItemClass != IC_THROWING_KNIFE ) // Madd: drop crappier items from enemies on higher difficulty levels - note the quick fix for throwing knives
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{
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// silversurfer: externalized this
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//(*pObj)[0]->data.objectStatus -= (gGameOptions.ubDifficultyLevel - 1) * Random( 20 );
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@@ -9320,7 +9320,7 @@ BOOLEAN ProcessImplicationsOfPCAttack( SOLDIERTYPE * pSoldier, SOLDIERTYPE ** pp
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if ( gTacticalStatus.bBoxingState == BOXING )
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{
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// should have a check for "in boxing ring", no?
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if ( ( pSoldier->usAttackingWeapon != NOTHING && !Item[pSoldier->usAttackingWeapon].brassknuckles ) || !( pSoldier->flags.uiStatusFlags & SOLDIER_BOXER ) || pSoldier->IsRiotShieldEquipped() )
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if ( ( pSoldier->usAttackingWeapon != NOTHING && !ItemIsBrassKnuckles(pSoldier->usAttackingWeapon)) || !( pSoldier->flags.uiStatusFlags & SOLDIER_BOXER ) || pSoldier->IsRiotShieldEquipped() )
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{
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// someone's cheating!
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if ( (Item[ pSoldier->usAttackingWeapon ].usItemClass == IC_BLADE || Item[ pSoldier->usAttackingWeapon ].usItemClass == IC_PUNCH) && (pTarget->flags.uiStatusFlags & SOLDIER_BOXER) )
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@@ -9921,7 +9921,7 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( )
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pSoldier->bDoAutofire = 1;
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pSoldier->bDoBurst = TRUE;
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}
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if ( Item[pSoldier->inv[ HANDPOS ].usItem].twohanded && Weapon[pSoldier->inv[ HANDPOS ].usItem].HeavyGun && gGameExternalOptions.ubAllowAlternativeWeaponHolding == 3 )
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if (ItemIsTwoHanded(pSoldier->inv[ HANDPOS ].usItem) && Weapon[pSoldier->inv[ HANDPOS ].usItem].HeavyGun && gGameExternalOptions.ubAllowAlternativeWeaponHolding == 3 )
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pSoldier->bScopeMode = USE_ALT_WEAPON_HOLD;
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else
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pSoldier->bScopeMode = USE_BEST_SCOPE;
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