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https://github.com/TorqueGameEngines/Torque3D.git
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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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@ -101,8 +101,8 @@ bool OggDecoder::_nextPacket()
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//-----------------------------------------------------------------------------
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OggInputStream::OggInputStream( Stream* stream )
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: mStream( stream ),
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mIsAtEnd( false )
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: mIsAtEnd( false ),
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mStream( stream )
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{
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ogg_sync_init( &mOggSyncState );
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@ -95,12 +95,12 @@ static inline S32 sampleG( U8* pCb, U8* pCr )
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OggTheoraDecoder::OggTheoraDecoder( const ThreadSafeRef< OggInputStream >& stream )
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: Parent( stream ),
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#ifdef TORQUE_DEBUG
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mLock( 0 ),
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#endif
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mTheoraSetup( NULL ),
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mTheoraDecoder( NULL ),
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mTranscoder( TRANSCODER_Auto )
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#ifdef TORQUE_DEBUG
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,mLock( 0 )
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#endif
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{
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// Initialize.
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