CGameExporter: Make use of in-class initializers
Same behavior, less code.
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@ -34,7 +34,6 @@ CGameExporter::CGameExporter(EDiscType DiscType, EGame Game, bool FrontEnd, EReg
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, mBuildVersion(BuildVersion)
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, mDiscType(DiscType)
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, mFrontEnd(FrontEnd)
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, mpProgress(nullptr)
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{
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ASSERT(mGame != EGame::Invalid);
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ASSERT(mRegion != ERegion::Unknown);
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@ -39,15 +39,15 @@ class CGameExporter
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TString mWorldsDirName;
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// Files
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nod::DiscBase *mpDisc;
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nod::DiscBase *mpDisc = nullptr;
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EDiscType mDiscType;
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bool mFrontEnd;
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// Resources
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TStringList mPaks;
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std::map<CAssetID, bool> mAreaDuplicateMap;
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CAssetNameMap *mpNameMap;
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CGameInfo *mpGameInfo;
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CAssetNameMap *mpNameMap = nullptr;
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CGameInfo *mpGameInfo = nullptr;
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struct SResourceInstance
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{
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@ -62,7 +62,7 @@ class CGameExporter
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std::map<CAssetID, SResourceInstance> mResourceMap;
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// Progress
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IProgressNotifier *mpProgress;
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IProgressNotifier *mpProgress = nullptr;
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public:
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enum EExportStep
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