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clang: constructor initialization order
while not a major issue per-se, the sheer number of times the engine has to jump back in memory and backfill data in a given class can add up. First run of... many.,
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64 changed files with 260 additions and 255 deletions
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@ -168,12 +168,9 @@ ShapeBaseData::ShapeBaseData()
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density( 1.0f ),
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maxEnergy( 0.0f ),
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maxDamage( 1.0f ),
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destroyedLevel( 1.0f ),
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disabledLevel( 1.0f ),
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repairRate( 0.0033f ),
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eyeNode( -1 ),
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earNode( -1 ),
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cameraNode( -1 ),
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disabledLevel( 1.0f ),
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destroyedLevel( 1.0f ),
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cameraMaxDist( 0.0f ),
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cameraMinDist( 0.2f ),
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cameraDefaultFov( 75.0f ),
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@ -181,6 +178,11 @@ ShapeBaseData::ShapeBaseData()
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cameraMaxFov( 120.f ),
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cameraCanBank( false ),
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mountedImagesBank( false ),
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mCRC( 0 ),
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computeCRC( false ),
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eyeNode( -1 ),
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earNode( -1 ),
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cameraNode( -1 ),
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debrisDetail( -1 ),
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damageSequence( -1 ),
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hulkSequence( -1 ),
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@ -189,9 +191,7 @@ ShapeBaseData::ShapeBaseData()
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useEyePoint( false ),
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isInvincible( false ),
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renderWhenDestroyed( true ),
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computeCRC( false ),
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inheritEnergyFromMount( false ),
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mCRC( 0 )
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inheritEnergyFromMount( false )
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{
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dMemset( mountPointNode, -1, sizeof( S32 ) * SceneObject::NumMountPoints );
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}
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