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Runtime/Graphics: Replace bitfield unions with constructor initializers
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@@ -18,20 +18,22 @@ s32 CActorLights::sFrameSchedulerCount = 0;
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CActorLights::CActorLights(u32 areaUpdateFramePeriod, const zeus::CVector3f& actorPosBias, int maxDynamicLights,
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int maxAreaLights, bool ambientChannelOverflow, bool layer2, bool disableWorldLights,
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float positionUpdateThreshold)
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: x2a8_areaUpdateFramePeriod(areaUpdateFramePeriod)
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: x298_24_dirty(true)
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, x298_25_castShadows(true)
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, x298_26_hasAreaLights(false)
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, x298_27_findShadowLight(false)
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, x298_28_inArea(!disableWorldLights && maxAreaLights > 0)
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, x298_29_ambienceGenerated(ambientChannelOverflow)
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, x298_30_layer2(layer2)
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, x298_31_disableWorldLights(disableWorldLights)
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, x299_24_inBrightLight(true)
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, x299_25_useBrightLightLag(false)
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, x299_26_ambientOnly(false)
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, x2a8_areaUpdateFramePeriod(areaUpdateFramePeriod)
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, x2ac_actorPosBias(actorPosBias)
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, x2b8_maxAreaLights(maxAreaLights)
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, x2bc_maxDynamicLights(maxDynamicLights)
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, x2cc_actorPositionDeltaUpdateThreshold(positionUpdateThreshold * positionUpdateThreshold) {
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x298_24_dirty = true;
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x298_25_castShadows = true;
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x298_28_inArea = !disableWorldLights && maxAreaLights > 0;
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x298_29_ambienceGenerated = ambientChannelOverflow;
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x298_30_layer2 = layer2;
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x298_31_disableWorldLights = disableWorldLights;
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x299_24_inBrightLight = true;
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sFrameSchedulerCount++;
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sFrameSchedulerCount &= 7;
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}
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