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Init vec2 members to 0 following #6256
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@ -24,6 +24,10 @@ CCamera::CCamera()
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m_GotoTeleOffset = 0;
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m_GotoSwitchLastPos = ivec2(-1, -1);
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m_GotoTeleLastPos = ivec2(-1, -1);
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mem_zero(m_aLastPos, sizeof(m_aLastPos));
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m_PrevCenter = vec2(0, 0);
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m_Center = vec2(0, 0);
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}
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float CCamera::ZoomProgress(float CurrentTime) const
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@ -20,6 +20,10 @@ CControls::CControls()
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mem_zero(&m_aLastData, sizeof(m_aLastData));
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m_LastDummy = 0;
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m_OtherFire = 0;
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mem_zero(m_aMousePos, sizeof(m_aMousePos));
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mem_zero(m_aMousePosOnAction, sizeof(m_aMousePosOnAction));
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mem_zero(m_aTargetPos, sizeof(m_aTargetPos));
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}
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void CControls::OnReset()
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@ -54,6 +54,10 @@ std::array<vec2, CMenuBackground::NUM_POS> GenerateMenuBackgroundPositions()
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CMenuBackground::CMenuBackground() :
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CBackground(CMapLayers::TYPE_FULL_DESIGN, false)
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{
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m_RotationCenter = vec2(0.0f, 0.0f);
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m_AnimationStartPos = vec2(0.0f, 0.0f);
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m_Camera.m_Center = vec2(0.0f, 0.0f);
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m_Camera.m_PrevCenter = vec2(0.0f, 0.0f); // unused in this class
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m_ChangedPosition = false;
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ResetPositions();
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@ -10,6 +10,7 @@ struct CParticle
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{
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void SetDefault()
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{
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m_Pos = vec2(0, 0);
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m_Vel = vec2(0, 0);
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m_LifeSpan = 0;
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m_StartSize = 32;
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@ -162,6 +162,7 @@ void CSpectator::ConMultiView(IConsole::IResult *pResult, void *pUserData)
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CSpectator::CSpectator()
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{
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m_SelectorMouse = vec2(0.0f, 0.0f);
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OnReset();
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m_OldMouseX = m_OldMouseY = 0.0f;
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}
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@ -390,6 +390,7 @@ public:
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m_QuadKnifeActive = false;
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m_QuadKnifeCount = 0;
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mem_zero(m_aQuadKnifePoints, sizeof(m_aQuadKnifePoints));
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m_CheckerTexture.Invalidate();
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m_BackgroundTexture.Invalidate();
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@ -99,6 +99,7 @@ void CCharacterCore::Reset()
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m_NewHook = false;
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m_HookPos = vec2(0, 0);
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m_HookDir = vec2(0, 0);
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m_HookTeleBase = vec2(0, 0);
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m_HookTick = 0;
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m_HookState = HOOK_IDLE;
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SetHookedPlayer(-1);
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@ -16,6 +16,7 @@
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CDragger::CDragger(CGameWorld *pGameWorld, vec2 Pos, float Strength, bool IgnoreWalls, int Layer, int Number) :
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CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
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{
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m_Core = vec2(0.0f, 0.0f);
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m_Pos = Pos;
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m_Strength = Strength;
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m_IgnoreWalls = IgnoreWalls;
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@ -16,6 +16,7 @@
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CGun::CGun(CGameWorld *pGameWorld, vec2 Pos, bool Freeze, bool Explosive, int Layer, int Number) :
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CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
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{
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m_Core = vec2(0.0f, 0.0f);
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m_Pos = Pos;
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m_Freeze = Freeze;
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m_Explosive = Explosive;
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@ -20,6 +20,7 @@ CLaser::CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEner
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m_Dir = Direction;
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m_Bounces = 0;
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m_EvalTick = 0;
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m_TelePos = vec2(0, 0);
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m_WasTele = false;
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m_Type = Type;
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m_TeleportCancelled = false;
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@ -15,6 +15,8 @@ CLight::CLight(CGameWorld *pGameWorld, vec2 Pos, float Rotation, int Length,
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int Layer, int Number) :
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CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
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{
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m_To = vec2(0.0f, 0.0f);
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m_Core = vec2(0.0f, 0.0f);
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m_Layer = Layer;
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m_Number = Number;
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m_Tick = (Server()->TickSpeed() * 0.15f);
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@ -15,6 +15,7 @@ static constexpr int gs_PickupPhysSize = 14;
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CPickup::CPickup(CGameWorld *pGameWorld, int Type, int SubType, int Layer, int Number) :
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CEntity(pGameWorld, CGameWorld::ENTTYPE_PICKUP, vec2(0, 0), gs_PickupPhysSize)
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{
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m_Core = vec2(0.0f, 0.0f);
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m_Type = Type;
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m_Subtype = SubType;
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