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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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@@ -375,8 +375,8 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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{
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// sevenfm: breaking window with crowbar code
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if (pSoldier->inv[HANDPOS].exists() &&
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(Item[pSoldier->inv[HANDPOS].usItem].crowbar && Item[pSoldier->inv[HANDPOS].usItem].usItemClass & (IC_PUNCH) ||
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Item[pSoldier->inv[HANDPOS].usItem].usItemClass & IC_GUN && Item[pSoldier->inv[HANDPOS].usItem].twohanded && Item[pSoldier->inv[HANDPOS].usItem].metal))
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(ItemIsCrowbar(pSoldier->inv[HANDPOS].usItem) && Item[pSoldier->inv[HANDPOS].usItem].usItemClass & (IC_PUNCH) ||
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Item[pSoldier->inv[HANDPOS].usItem].usItemClass & IC_GUN && ItemIsTwoHanded(pSoldier->inv[HANDPOS].usItem) && ItemIsMetal(pSoldier->inv[HANDPOS].usItem)))
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{
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INT32 sWindowGridNo = pSoldier->sTargetGridNo;
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if (pSoldier->ubDirection == NORTH || pSoldier->ubDirection == WEST)
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@@ -1135,10 +1135,10 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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UINT16 usItem = pSoldier->pTempObject->usItem;
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UINT16 usBuddyItem = Item[usItem].usBuddyItem;
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if (pSoldier->pThrowParams->ubActionCode == THROW_ARM_ITEM &&
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(Item[usItem].flare ||
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(ItemIsFlare(usItem) ||
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Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_FLARE ||
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Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_BURNABLEGAS ||
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usBuddyItem && (Item[usBuddyItem].usItemClass & IC_EXPLOSV) && (Item[usBuddyItem].flare || Explosive[Item[usBuddyItem].ubClassIndex].ubType == EXPLOSV_FLARE)))
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usBuddyItem && (Item[usBuddyItem].usItemClass & IC_EXPLOSV) && (ItemIsFlare(usBuddyItem) || Explosive[Item[usBuddyItem].ubClassIndex].ubType == EXPLOSV_FLARE)))
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{
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if ((pSoldier->iMuzFlash = LightSpriteCreate("L-R03.LHT", 0)) != -1)
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{
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@@ -1805,7 +1805,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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if ( Item[ usItem ].usItemClass == IC_GUN )
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{
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// if ( (Item[ usItem ].fFlags & ITEM_TWO_HANDED) )
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if ( (Item[ usItem ].twohanded ) )
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if (ItemIsTwoHanded(usItem))
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{
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// Set to rifle
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ubRandomHandIndex = RANDOM_ANIM_RIFLEINHAND;
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@@ -2714,7 +2714,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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case BIGBUY_STRECH:
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case FEM_KICKSN:
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case FEM_WIPE:
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if ( pSoldier->inv[ HANDPOS ].exists() == true && Item[ pSoldier->inv[ HANDPOS ].usItem ].usItemClass == IC_GUN && Item[ pSoldier->inv[ HANDPOS ].usItem ].twohanded )
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if ( pSoldier->inv[ HANDPOS ].exists() == true && Item[ pSoldier->inv[ HANDPOS ].usItem ].usItemClass == IC_GUN && ItemIsTwoHanded(pSoldier->inv[ HANDPOS ].usItem) )
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{
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pSoldier->EVENT_InitNewSoldierAnim( RAISE_RIFLE, 0 , FALSE );
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return( TRUE );
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@@ -4457,7 +4457,7 @@ void CheckForAndHandleSoldierIncompacitated( SOLDIERTYPE *pSoldier )
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// SANDRO - if Martial Artist took someone down, always fall back if possible (for the fun)
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if ( pSoldier->ubAttackerID != NOBODY && gGameOptions.fNewTraitSystem )
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{
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if ( HAS_SKILL_TRAIT( MercPtrs[ pSoldier->ubAttackerID ], MARTIAL_ARTS_NT ) && (!MercPtrs[ pSoldier->ubAttackerID ]->usAttackingWeapon || Item[MercPtrs[ pSoldier->ubAttackerID ]->inv[HANDPOS].usItem].brassknuckles ) )
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if ( HAS_SKILL_TRAIT( MercPtrs[ pSoldier->ubAttackerID ], MARTIAL_ARTS_NT ) && (!MercPtrs[ pSoldier->ubAttackerID ]->usAttackingWeapon || ItemIsBrassKnuckles(MercPtrs[ pSoldier->ubAttackerID ]->inv[HANDPOS].usItem)) )
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{
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fAlwaysFallBack = TRUE;
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}
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