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Fix invis in spawn structs
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@@ -342,20 +342,7 @@ struct Spawn_Struct_Bitfields
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// byte 2
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/*08*/ unsigned lfg:1;
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/*09*/ unsigned betabuffed:1;
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// really just invis:12 -- max invis (and see invis) is 3000 (GMs can get 3001) need 12 bits to store that
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/*10*/ unsigned invis:1; // May have invis & sneak the wrong way around ... not sure how to tell which is which
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/*11*/ unsigned invis1:1; // GM Invis? Can only be seen with #gm on - same for the below
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/*12*/ unsigned invis2:1; // This one also make the NPC/PC invis
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/*13*/ unsigned invis3:1; // This one also make the NPC/PC invis
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/*14*/ unsigned invis4:1; // This one also make the NPC/PC invis
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/*15*/ unsigned invis6:1; // This one also make the NPC/PC invis
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// byte 3
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/*16*/ unsigned invis7:1; // This one also make the NPC/PC invis
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/*17*/ unsigned invis8:1; // This one also make the NPC/PC invis
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/*18*/ unsigned invis9:1; // This one also make the NPC/PC invis
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/*19*/ unsigned invis10:1; // This one also make the NPC/PC invis
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/*20*/ unsigned invis11:1; // This one also make the NPC/PC invis
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/*21*/ unsigned invis12:1; // This one also make the NPC/PC invis
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/*10*/ unsigned invis:12; // there are 3000 different (non-GM) invis levels
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/*22*/ unsigned linkdead:1; // 1 Toggles LD on or off after name. Correct for RoF2
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/*23*/ unsigned showhelm:1;
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// byte 4
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@@ -365,7 +352,7 @@ struct Spawn_Struct_Bitfields
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/*27*/ unsigned targetable:1;
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/*28*/ unsigned targetable_with_hotkey:1;
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/*29*/ unsigned showname:1;
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/*30*/ unsigned idleanimationsoff:1;
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/*30*/ unsigned idleanimationsoff:1; // what we called statue?
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/*31*/ unsigned untargetable:1; // bClickThrough
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/* do these later
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32 unsigned buyer:1;
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