- nulling contents of a freshly spawned actor is not necessary.

All objects are zero inited.
This commit is contained in:
Christoph Oelckers 2022-12-21 13:44:13 +01:00
parent 14dd9c3711
commit 4b096f4f3e

View file

@ -173,28 +173,15 @@ bool initspriteforspawn(DDukeActor* act)
{
SetupGameVarsForActor(act);
act->attackertype = static_cast<PClassActor*>(act->GetClass());
act->timetosleep = 0;
act->hitextra = -1;
act->backuppos();
act->SetOwner(act);
act->SetHitOwner(act);
act->cgg = 0;
act->movflag = 0;
act->tempval = 0;
act->dispicnum = 0;
act->floorz = act->sector()->floorz;
act->ceilingz = act->sector()->ceilingz;
act->ovel.Zero();
act->actorstayput = nullptr;
act->temp_data[0] = act->temp_data[1] = act->temp_data[2] = act->temp_data[3] = act->temp_data[4] = act->temp_data[5] = 0;
act->temp_actor = nullptr;
act->temp_angle = nullAngle;
act->temp_pos = DVector3(0, 0, 0);
auto ext = GetExtInfo(act->spr.spritetexture());
bool overrideswitch = false;