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RuntimeCommon: Make use of bitfield initializers where applicable
Continues and finishes the migration towards initializing all bitfield members where applicable
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@@ -18,9 +18,7 @@ CMFGame::CMFGame(const std::weak_ptr<CStateManager>& stateMgr, const std::weak_p
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const CArchitectureQueue&)
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: CMFGameBase("CMFGame")
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, x14_stateManager(stateMgr.lock())
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, x18_guiManager(guiMgr.lock())
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, x2a_24_initialized(false)
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, x2a_25_samusAlive(true) {
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, x18_guiManager(guiMgr.lock()) {
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static_cast<CMain&>(*g_Main).SetMFGameBuilt(true);
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}
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@@ -258,8 +256,7 @@ void CMFGame::EnterMapScreen() {
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x14_stateManager->SetInMapScreen(true);
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}
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CMFGameLoader::CMFGameLoader()
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: CMFGameLoaderBase("CMFGameLoader"), x2c_24_initialized(false), x2c_25_transitionFinished(false) {
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CMFGameLoader::CMFGameLoader() : CMFGameLoaderBase("CMFGameLoader") {
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auto* m = static_cast<CMain*>(g_Main);
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switch (m->GetFlowState()) {
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case EFlowState::Default:
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