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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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@@ -26,14 +26,14 @@ class CScriptPlayerActor : public CScriptActor {
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u32 x350_flags; /* 0x1: suit transition, 0x2: previous suit, 0x4: force reset
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* 0x8: track in area data, 0x10: keep in state manager */
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bool x354_24_setBoundingBox : 1;
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bool x354_25_deferOnlineModelData : 1;
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bool x354_26_deferOfflineModelData : 1;
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bool x354_27_beamModelLoading : 1;
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bool x354_28_suitModelLoading : 1;
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bool x354_29_loading : 1;
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bool x354_30_enableLoading : 1;
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bool x354_31_deferOnlineLoad : 1;
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bool x355_24_areaTrackingLoad : 1;
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bool x354_25_deferOnlineModelData : 1 = false;
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bool x354_26_deferOfflineModelData : 1 = false;
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bool x354_27_beamModelLoading : 1 = false;
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bool x354_28_suitModelLoading : 1 = false;
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bool x354_29_loading : 1 = true;
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bool x354_30_enableLoading : 1 = true;
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bool x354_31_deferOnlineLoad : 1 = false;
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bool x355_24_areaTrackingLoad : 1 = false;
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TUniqueId x356_nextPlayerActor = kInvalidUniqueId;
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u32 GetSuitCharIdx(const CStateManager& mgr, CPlayerState::EPlayerSuit suit) const;
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