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Use FLAGS64 for flagmasks
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@@ -1052,8 +1052,8 @@ typedef struct
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UINT64 nasLayoutClass;
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UINT64 ulAvailableAttachmentPoint;
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UINT64 ulAttachmentPoint;
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UINT64 usItemFlag; // bitflags to store various item properties (better than introducing 64 BOOLEAN values). If I only had thought of this earlier....
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UINT64 usItemFlag2; // bitflags to store various item properties
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FLAGS64 usItemFlag; // bitflags to store various item properties (better than introducing 64 BOOLEAN values). If I only had thought of this earlier....
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FLAGS64 usItemFlag2; // bitflags to store various item properties
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UINT32 uiIndex;
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UINT32 usItemClass;
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+3
-3
@@ -15249,18 +15249,18 @@ void CheckBombSpecifics( OBJECTTYPE * pObj, INT8* detonatortype, INT8* setting,
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}
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// Flugente: check for specific flags
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BOOLEAN HasItemFlag( UINT16 usItem, UINT64 aFlag )
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BOOLEAN HasItemFlag( UINT16 usItem, FLAGS64 aFlag )
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{
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return( (Item[usItem].usItemFlag & aFlag) != 0 );
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}
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BOOLEAN HasItemFlag2(UINT16 usItem, UINT64 aFlag)
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BOOLEAN HasItemFlag2(UINT16 usItem, FLAGS64 aFlag)
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{
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return((Item[usItem].usItemFlag2 & aFlag) != 0);
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}
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// Flugente: get first item number that has this flag. Use with caution, as we search in all items
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BOOLEAN GetFirstItemWithFlag( UINT16* pusItem, UINT64 aFlag )
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BOOLEAN GetFirstItemWithFlag( UINT16* pusItem, FLAGS64 aFlag )
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{
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UINT16 i;
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for ( i = 1; i < gMAXITEMS_READ; ++i )
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+3
-3
@@ -566,11 +566,11 @@ UINT64 GetAvailableAttachmentPoint ( OBJECTTYPE * pObject, UINT8 subObject );
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void CheckBombSpecifics( OBJECTTYPE * pObj, INT8* detonatortype, INT8* setting, INT8* defusefrequency );
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// Flugente: check for specific flags
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BOOLEAN HasItemFlag(UINT16 usItem, UINT64 aFlag);
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BOOLEAN HasItemFlag2(UINT16 usItem, UINT64 aFlag);
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BOOLEAN HasItemFlag(UINT16 usItem, FLAGS64 aFlag);
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BOOLEAN HasItemFlag2(UINT16 usItem, FLAGS64 aFlag);
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// Flugente: get first item number that has this flag. Use with caution, as we search in all items
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BOOLEAN GetFirstItemWithFlag( UINT16* pusItem, UINT64 aFlag );
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BOOLEAN GetFirstItemWithFlag( UINT16* pusItem, FLAGS64 aFlag );
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// Flugente: check if this object is currently fed from an external source (belts in inventory, other mercs)
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BOOLEAN ObjectIsBeingFedExternal(SOLDIERTYPE* pSoldier, OBJECTTYPE * pObject);
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