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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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@@ -221,33 +221,7 @@ CPlayer::CPlayer(TUniqueId uid, const zeus::CTransform& xf, const zeus::CAABox&
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stepDown)
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, x2d8_fpBounds(aabb)
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, x7d0_animRes(resId, 0, playerScale, 0, true)
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, x7d8_beamScale(playerScale)
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, x9c4_24_visorChangeRequested(false)
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, x9c4_25_showCrosshairs(false)
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, x9c4_26_(true)
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, x9c4_27_canEnterMorphBall(true)
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, x9c4_28_canLeaveMorphBall(true)
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, x9c4_29_spiderBallControlXY(false)
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, x9c4_30_controlDirOverride(false)
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, x9c4_31_inWaterMovement(false)
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, x9c5_24_(false)
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, x9c5_25_splashUpdated(false)
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, x9c5_26_(false)
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, x9c5_27_camSubmerged(false)
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, x9c5_28_slidingOnWall(false)
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, x9c5_29_hitWall(false)
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, x9c5_30_selectFluidBallSound(false)
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, x9c5_31_stepCameraZBiasDirty(true)
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, x9c6_24_extendTargetDistance(false)
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, x9c6_25_interpolatingControlDir(false)
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, x9c6_26_outOfBallLookAtHint(false)
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, x9c6_27_aimingAtProjectile(false)
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, x9c6_28_aligningGrappleSwingTurn(false)
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, x9c6_29_disableInput(false)
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, x9c6_30_newScanScanning(false)
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, x9c6_31_overrideRadarRadius(false)
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, x9c7_24_noDamageLoopSfx(false)
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, x9c7_25_outOfBallLookAtHintActor(false) {
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, x7d8_beamScale(playerScale) {
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x490_gun = std::make_unique<CPlayerGun>(uid);
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x49c_gunHolsterRemTime = g_tweakPlayerGun->GetGunNotFiringTime();
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x4a0_failsafeTest = std::make_unique<CFailsafeTest>();
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