CCollisionResponseData: In-class initialize primitives

Avoids needing to give them their own entry within the constructor
initializer list.
This commit is contained in:
Lioncash 2019-10-29 19:43:21 -04:00
parent 156c0e8cd0
commit fff7b90c85
2 changed files with 3 additions and 3 deletions

View File

@ -155,7 +155,7 @@ bool CCollisionResponseData::CheckAndAddResourceToResponse(FourCC clsId, CInputS
}
CCollisionResponseData::CCollisionResponseData(CInputStream& in, CSimplePool* resPool)
: x0_generators(94), x10_sfx(94, kInvalidSFX), x20_decals(94), x30_RNGE(50.f), x34_FOFF(0.2f) {
: x0_generators(94), x10_sfx(94, kInvalidSFX), x20_decals(94) {
FourCC clsId = CPF::GetClassID(in);
if (clsId == UncookedResType()) {
CRandom16 rand;

View File

@ -116,8 +116,8 @@ class CCollisionResponseData {
std::vector<std::optional<TLockedToken<CGenDescription>>> x0_generators;
std::vector<s32> x10_sfx;
std::vector<std::optional<TLockedToken<CDecalDescription>>> x20_decals;
float x30_RNGE;
float x34_FOFF;
float x30_RNGE = 50.0f;
float x34_FOFF = 0.2f;
void AddParticleSystemToResponse(EWeaponCollisionResponseTypes type, CInputStream& in, CSimplePool* resPool);
bool CheckAndAddDecalToResponse(FourCC clsId, CInputStream& in, CSimplePool* resPool);