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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:
+19
-18
@@ -1888,7 +1888,7 @@ UINT32 GetTankCannonIndex()
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{
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for ( UINT32 i = 0; i < gMAXITEMS_READ; ++i )
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{
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if (Item[i].cannon)
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if (ItemIsCannon(i))
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{
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return Item[i].uiIndex;
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}
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@@ -2239,23 +2239,24 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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// fall through
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case AI_ACTION_FIRE_GUN: // shoot at nearby opponent
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case AI_ACTION_THROW_KNIFE: // throw knife at nearby opponent
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// randomly decide whether to say civ quote
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if (Item[pSoldier->inv[HANDPOS].usItem].usItemClass == IC_GUN )
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_FIRE_GUN, pSoldier->ubOppNum );
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else if (Item[pSoldier->inv[HANDPOS].usItem].grenadelauncher || Item[pSoldier->inv[HANDPOS].usItem].mortar || Item[pSoldier->inv[HANDPOS].usItem].rocketlauncher )
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_FIRE_LAUNCHER, pSoldier->ubOppNum );
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else if (pSoldier->aiData.bAction == AI_ACTION_TOSS_PROJECTILE && Item[pSoldier->inv[HANDPOS].usItem].usItemClass == IC_THROWN && !Item[pSoldier->inv[HANDPOS].usItem].flare )
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_THROW_KNIFE, pSoldier->ubOppNum );
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else if (pSoldier->aiData.bAction == AI_ACTION_KNIFE_MOVE )
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{
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if (Item[pSoldier->inv[HANDPOS].usItem].usItemClass == IC_BLADE )
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_CHARGE_BLADE );
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else if (Item[pSoldier->inv[HANDPOS].usItem].usItemClass == IC_PUNCH )
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_CHARGE_HTH );
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}
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case AI_ACTION_THROW_KNIFE: // throw knife at nearby opponent
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// randomly decide whether to say civ quote
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{
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UINT16 usItem = pSoldier->inv[HANDPOS].usItem;
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if (Item[usItem].usItemClass == IC_GUN)
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PossiblyStartEnemyTaunt(pSoldier, TAUNT_FIRE_GUN, pSoldier->ubOppNum);
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else if (ItemIsGrenadeLauncher(usItem) || ItemIsMortar(usItem) || ItemIsRocketLauncher(usItem))
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PossiblyStartEnemyTaunt(pSoldier, TAUNT_FIRE_LAUNCHER, pSoldier->ubOppNum);
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else if (pSoldier->aiData.bAction == AI_ACTION_TOSS_PROJECTILE && Item[usItem].usItemClass == IC_THROWN && !ItemIsFlare(usItem))
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PossiblyStartEnemyTaunt(pSoldier, TAUNT_THROW_KNIFE, pSoldier->ubOppNum);
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else if (pSoldier->aiData.bAction == AI_ACTION_KNIFE_MOVE)
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{
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if (Item[usItem].usItemClass == IC_BLADE)
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PossiblyStartEnemyTaunt(pSoldier, TAUNT_CHARGE_BLADE);
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else if (Item[usItem].usItemClass == IC_PUNCH)
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PossiblyStartEnemyTaunt(pSoldier, TAUNT_CHARGE_HTH);
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}
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}
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// CC, ATE here - I put in some TEMP randomness...
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if (!is_networked)
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{
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