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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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@@ -82,15 +82,13 @@ private:
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float x18_transitionFactor = 1.f;
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EDir x1c_dir = EDir::Done;
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EGunState x20_gunState = EGunState::OutWipeDone;
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bool x24_24_morphing : 1;
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bool x24_25_weaponChanged : 1;
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bool x24_24_morphing : 1 = false;
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bool x24_25_weaponChanged : 1 = false;
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public:
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CGunMorph(float gunTransformTime, float holoHoldTime)
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: x4_gunTransformTime(gunTransformTime)
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, x10_holoHoldTime(std::fabs(holoHoldTime))
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, x24_24_morphing(false)
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, x24_25_weaponChanged(false) {}
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, x10_holoHoldTime(std::fabs(holoHoldTime)) {}
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float GetYLerp() const { return x0_yLerp; }
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float GetTransitionFactor() const { return x18_transitionFactor; }
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EGunState GetGunState() const { return x20_gunState; }
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@@ -222,41 +220,41 @@ private:
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std::unique_ptr<CWorldShadow> x82c_shadow;
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s16 x830_chargeRumbleHandle = -1;
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bool x832_24_coolingCharge : 1;
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bool x832_25_chargeEffectVisible : 1;
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bool x832_26_comboFiring : 1;
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bool x832_27_chargeAnimStarted : 1;
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bool x832_28_readyForShot : 1;
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bool x832_29_lockedOn : 1;
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bool x832_30_requestReturnToDefault : 1;
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bool x832_31_inRestPose : 1;
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bool x832_24_coolingCharge : 1 = false;
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bool x832_25_chargeEffectVisible : 1 = false;
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bool x832_26_comboFiring : 1 = false;
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bool x832_27_chargeAnimStarted : 1 = false;
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bool x832_28_readyForShot : 1 = false;
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bool x832_29_lockedOn : 1 = false;
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bool x832_30_requestReturnToDefault : 1 = false;
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bool x832_31_inRestPose : 1 = true;
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bool x833_24_notFidgeting : 1;
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bool x833_25_ : 1;
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bool x833_26_ : 1;
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bool x833_27_ : 1;
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bool x833_28_phazonBeamActive : 1;
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bool x833_29_pointBlankWorldSurface : 1;
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bool x833_30_canShowAuxMuzzleEffect : 1;
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bool x833_31_inFreeLook : 1;
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bool x833_24_notFidgeting : 1 = true;
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bool x833_25_ : 1 = false;
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bool x833_26_ : 1 = false;
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bool x833_27_ : 1 = false;
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bool x833_28_phazonBeamActive : 1 = false;
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bool x833_29_pointBlankWorldSurface : 1 = false;
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bool x833_30_canShowAuxMuzzleEffect : 1 = true;
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bool x833_31_inFreeLook : 1 = false;
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bool x834_24_charging : 1;
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bool x834_25_gunMotionFidgeting : 1;
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bool x834_26_animPlaying : 1;
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bool x834_27_underwater : 1;
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bool x834_28_requestImmediateRecharge : 1;
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bool x834_29_frozen : 1;
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bool x834_30_inBigStrike : 1;
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bool x834_31_gunMotionInFidgetBasePosition : 1;
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bool x834_24_charging : 1 = false;
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bool x834_25_gunMotionFidgeting : 1 = false;
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bool x834_26_animPlaying : 1 = false;
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bool x834_27_underwater : 1 = false;
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bool x834_28_requestImmediateRecharge : 1 = false;
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bool x834_29_frozen : 1 = false;
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bool x834_30_inBigStrike : 1 = false;
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bool x834_31_gunMotionInFidgetBasePosition : 1 = false;
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bool x835_24_canFirePhazon : 1;
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bool x835_25_inPhazonBeam : 1;
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bool x835_26_phazonBeamMorphing : 1;
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bool x835_27_intoPhazonBeam : 1;
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bool x835_28_bombReady : 1;
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bool x835_29_powerBombReady : 1;
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bool x835_30_inPhazonPool : 1;
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bool x835_31_actorAttached : 1;
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bool x835_24_canFirePhazon : 1 = false;
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bool x835_25_inPhazonBeam : 1 = false;
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bool x835_26_phazonBeamMorphing : 1 = false;
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bool x835_27_intoPhazonBeam : 1 = false;
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bool x835_28_bombReady : 1 = false;
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bool x835_29_powerBombReady : 1 = false;
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bool x835_30_inPhazonPool : 1 = false;
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bool x835_31_actorAttached : 1 = false;
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CTexturedQuadFilter m_screenQuad{EFilterType::Blend, CGraphics::g_SpareTexture.get(),
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CTexturedQuadFilter::ZTest::GEqualZWrite};
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