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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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@@ -1014,7 +1014,7 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE
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{
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// and make sure that it really is a droppable item type
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// if ( !(Item[ pObj->usItem ].fFlags & ITEM_DEFAULT_UNDROPPABLE) )
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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( pSoldier, cnt );
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//if this soldier was an enemy
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@@ -1027,7 +1027,7 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE
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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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