Use macros ZERO_VECTOR and IDENTITY_MATRIX for initialization
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@ -62,7 +62,7 @@ editor_view *current_view;
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int SegSizeMode = 1; // Mode = 0/1 = not/is legal to move bound vertices,
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//the view for the different windows.
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editor_view LargeView = {0,1, NULL, i2f(100),{{f1_0,0,0},{0,f1_0,0},{0,0,f1_0}},f1_0};
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editor_view LargeView = {0,1, NULL, i2f(100),IDENTITY_MATRIX,f1_0};
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#if ORTHO_VIEWS
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editor_view TopView = {1,1, NULL, i2f(100),{{f1_0,0,0},{0,0,-f1_0},{0,f1_0,0}},f1_0};
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editor_view FrontView = {2,1, NULL, i2f(100),{{f1_0,0,0},{0,f1_0,0},{0,0,f1_0}},f1_0};
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@ -104,7 +104,7 @@ window *Pad_info; // Keypad text
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grs_font *editor_font=NULL;
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//where the editor is looking
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vms_vector Ed_view_target={0,0,0};
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vms_vector Ed_view_target=ZERO_VECTOR;
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int gamestate_not_restored = 0;
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@ -789,7 +789,7 @@ static int fvi_sub(vms_vector *intp,int *ints,const vms_vector *p0,int startseg,
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int centermask; //where the center point is
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int objnum;
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segmasks masks;
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vms_vector hit_point,closest_hit_point = { 0, 0, 0 }; //where we hit
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vms_vector hit_point,closest_hit_point = ZERO_VECTOR; //where we hit
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fix d,closest_d=0x7fffffff; //distance to hit point
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int hit_type=HIT_NONE; //what sort of hit
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int hit_seg=-1;
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@ -26,10 +26,8 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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//#define USE_ISQRT 1
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vms_vector vmd_zero_vector = {0, 0, 0};
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vms_matrix vmd_identity_matrix = { { f1_0, 0, 0 },
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{ 0, f1_0, 0 },
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{ 0, 0, f1_0 } };
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vms_vector vmd_zero_vector = ZERO_VECTOR;
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vms_matrix vmd_identity_matrix = IDENTITY_MATRIX;
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//adds two vectors, fills in dest, returns ptr to dest
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//ok for dest to equal either source, but should use vm_vec_add2() if so
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