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https://github.com/ioquake/jedi-academy.git
synced 2024-11-09 23:01:35 +00:00
set some possibly uninitialised vars to zero
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1a47ca7601
commit
42dd32771a
7 changed files with 9 additions and 7 deletions
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@ -1948,7 +1948,7 @@ void CPoly::Rotate()
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//----------------------------
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bool CPoly::Update()
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{
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vec3_t mOldOrigin;
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vec3_t mOldOrigin = {0, 0, 0};
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//FIXME: Handle Relative and Bolted Effects
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/*
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@ -1739,7 +1739,7 @@ static qboolean CG_CheckLookTarget( centity_t *cent, vec3_t lookAngles, float *l
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//Now calc head angle to lookTarget, if any
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if ( cent->gent->client->renderInfo.lookTarget >= 0 && cent->gent->client->renderInfo.lookTarget < ENTITYNUM_WORLD )
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{
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vec3_t lookDir, lookOrg, eyeOrg;
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vec3_t lookDir, lookOrg = {0, 0, 0}, eyeOrg;
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if ( cent->gent->client->renderInfo.lookMode == LM_ENT )
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{
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centity_t *lookCent = &cg_entities[cent->gent->client->renderInfo.lookTarget];
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@ -373,7 +373,7 @@ saberMoveName_t transitionMove[Q_NUM_QUADS][Q_NUM_QUADS] =
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void PM_VelocityForSaberMove( playerState_t *ps, vec3_t throwDir )
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{
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vec3_t vForward, vRight, vUp, startQ, endQ;
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vec3_t vForward, vRight, vUp, startQ = {0, 0, 0}, endQ = {0, 0, 0};
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AngleVectors( ps->viewangles, vForward, vRight, vUp );
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@ -3259,7 +3259,7 @@ qboolean WP_LobFire( gentity_t *self, vec3_t start, vec3_t target, vec3_t mins,
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//---------------------------------------------------------
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{
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float targetDist, shotSpeed, speedInc = 100, travelTime, impactDist, bestImpactDist = Q3_INFINITE;//fireSpeed,
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vec3_t targetDir, shotVel, failCase;
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vec3_t targetDir, shotVel, failCase = {0, 0, 0};
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trace_t trace;
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trajectory_t tr;
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qboolean blocked;
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@ -5354,4 +5354,4 @@ void SP_misc_weapon_shooter( gentity_t *self )
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{
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self->wait = 500;
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}
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}
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}
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@ -2497,7 +2497,7 @@ void CM_TraceThroughPatchCollide( traceWork_t *tw, const struct patchCollide_s *
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float offset, enterFrac, leaveFrac, t;
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patchPlane_t *planes;
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facet_t *facet;
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float plane[4], bestplane[4];
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float plane[4], bestplane[4] = {0, 0, 0, 0};
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vec3_t startp, endp;
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#ifndef BSPC
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static cvar_t *cv;
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@ -1273,6 +1273,8 @@ try
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int msec, minMsec;
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static int lastTime;
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timeBeforeFirstEvents = timeBeforeServer = timeBeforeEvents = timeBeforeClient = 0;
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// write config file if anything changed
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#ifndef _XBOX
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Com_WriteConfiguration();
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@ -215,7 +215,7 @@ static void R_LoadLightmaps( lump_t *l, const char *psMapName, world_t &worldDat
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float g = buf_p[j*3+1];
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float b = buf_p[j*3+2];
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float intensity;
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float out[3];
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float out[3] = {0, 0, 0};
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intensity = 0.33f * r + 0.685f * g + 0.063f * b;
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