A bunch of more bits for planet data.
The original code is miserly with bits for planet data, which made sense for a game for that generation of hardware. I'm fine with dozens of KB per planet... Even with tens of thousands of planets; modern systems won't even be stressed by the memory usage. A few hundred megabytes to a gigabyte are available easily on most platforms that I care about.
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@@ -110,7 +110,9 @@ struct planet_desc
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{
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DWORD rand_seed;
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BYTE data_index;
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// Expanded to 32 bits now, to permit additional flags
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// like shield types and such.
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DWORD data_index;
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BYTE NumPlanets;
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SIZE radius;
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POINT location;
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