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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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@@ -84,13 +84,13 @@ protected:
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// 0x1: load request, 0x2: muzzle fx, 0x4: projectile data, 0x8: anims, 0x10: everything else
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u32 x210_loadFlags = 0;
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CAssetId x214_ancsId;
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bool x218_24 : 1;
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bool x218_25_enableCharge : 1;
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bool x218_26_loaded : 1;
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bool x218_24 : 1 = false;
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bool x218_25_enableCharge : 1 = false;
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bool x218_26_loaded : 1 = false;
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// Initialize in selected beam's pose, rather than power beam's pose
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bool x218_27_subtypeBasePose : 1;
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bool x218_28_suitArmLocked : 1;
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bool x218_29_drawHologram : 1;
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bool x218_27_subtypeBasePose : 1 = false;
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bool x218_28_suitArmLocked : 1 = false;
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bool x218_29_drawHologram : 1 = false;
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void AllocResPools(CPlayerState::EBeamId beam);
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void FreeResPools();
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