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RuntimeCommonB: Make use of bitfield initializers where applicable
Given that we now target C++20, we can make use of bitfield initializers where applicable.
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@@ -70,13 +70,7 @@ CGunWeapon::CGunWeapon(CAssetId ancsId, EWeaponType type, TUniqueId playerId, EM
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, x1c8_playerMaterial(playerMaterial)
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, x200_beamId(GetWeaponIndex(type))
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, x20c_shaderIdx(u32(x200_beamId))
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, x214_ancsId(ancsId)
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, x218_24(false)
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, x218_25_enableCharge(false)
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, x218_26_loaded(false)
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, x218_27_subtypeBasePose(false)
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, x218_28_suitArmLocked(false)
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, x218_29_drawHologram(false) {
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, x214_ancsId(ancsId) {
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AllocResPools(x200_beamId);
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BuildDependencyList(x200_beamId);
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}
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