diff --git a/source/common/utility/vectors.h b/source/common/utility/vectors.h
index 1dedb2657..c861ffdfa 100644
--- a/source/common/utility/vectors.h
+++ b/source/common/utility/vectors.h
@@ -1048,7 +1048,7 @@ struct TMatrix3x3
 	{
 		double t = 1 - c;
 		double sx = s*axis.X, sy = s*axis.Y, sz = s*axis.Z;
-		double tx, ty, txx, tyy, u, v;
+		double tx = 0, ty = 0, txx = 0, tyy = 0, u = 0, v = 0;
 
 		tx = t*axis.X;
 		Cells[0][0] = vec_t( (txx=tx*axis.X) + c );
diff --git a/source/games/sw/src/coolg.cpp b/source/games/sw/src/coolg.cpp
index 8990795d9..aed5aab91 100644
--- a/source/games/sw/src/coolg.cpp
+++ b/source/games/sw/src/coolg.cpp
@@ -800,7 +800,7 @@ int DoCoolgDeath(DSWActor* actor)
         DoActorSlide(actor);
 
     // slide while falling
-	auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
+    auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
 
     actor->user.coll = move_sprite(actor, DVector3(vec, 0), actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, ACTORMOVETICS);
     DoFindGroundPoint(actor);
diff --git a/source/games/sw/src/eel.cpp b/source/games/sw/src/eel.cpp
index fe5edd86e..4b42d694b 100644
--- a/source/games/sw/src/eel.cpp
+++ b/source/games/sw/src/eel.cpp
@@ -549,7 +549,7 @@ int DoEelDeath(DSWActor* actor)
         DoActorSlide(actor);
 
     // slide while falling
-	auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
+    auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
 
     actor->user.coll = move_sprite(actor, DVector3(vec, 0), actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, ACTORMOVETICS);
     DoFindGroundPoint(actor);
diff --git a/source/games/sw/src/hornet.cpp b/source/games/sw/src/hornet.cpp
index 2b6c96215..77b3125a4 100644
--- a/source/games/sw/src/hornet.cpp
+++ b/source/games/sw/src/hornet.cpp
@@ -525,7 +525,7 @@ int DoHornetDeath(DSWActor* actor)
         DoActorSlide(actor);
 
     // slide while falling
-	auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
+    auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
 
     actor->user.coll = move_sprite(actor, DVector3(vec, 0), actor->user.ceiling_dist, actor->user.floor_dist, 1, ACTORMOVETICS);
 
diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp
index cef3da04f..3cad8a519 100644
--- a/source/games/sw/src/player.cpp
+++ b/source/games/sw/src/player.cpp
@@ -3620,7 +3620,7 @@ bool PlayerOnLadder(DSWPlayer* pp)
 
     // determine where the player is supposed to be in relation to the ladder
     // move out in front of the ladder
-	auto npos = lActor->spr.Angles.Yaw.ToVector() * 31.25;
+    auto npos = lActor->spr.Angles.Yaw.ToVector() * 31.25;
 
     pp->LadderSector = near.hitWall->twoSided() ? near.hitWall->nextSector() : near.hitWall->sectorp();
 
diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp
index e395e1ed3..1037675c5 100644
--- a/source/games/sw/src/weapon.cpp
+++ b/source/games/sw/src/weapon.cpp
@@ -11397,7 +11397,7 @@ int DoSerpRing(DSWActor* actor)
         zz = own->spr.pos.Z - actor->user.pos.Z;
 
     // move the center with the player
-	actor->spr.pos = DVector3(own->spr.pos.XY(), zz);
+    actor->spr.pos = DVector3(own->spr.pos.XY(), zz);
 
 
     // go out until its time to come back in