Review "aggregate initializations" #1403
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@ -31,7 +31,7 @@ int main(void)
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camera.type = CAMERA_PERSPECTIVE;
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// Generates some random columns
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float heights[MAX_COLUMNS] = { 0.0f };
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float heights[MAX_COLUMNS] = { 0 };
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Vector3 positions[MAX_COLUMNS] = { 0 };
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Color colors[MAX_COLUMNS] = { 0 };
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@ -28,7 +28,7 @@ int main(void)
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Color ballColor = BEIGE;
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int touchCounter = 0;
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Vector2 touchPosition = { 0.0f };
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Vector2 touchPosition = { 0 };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//---------------------------------------------------------------------------------------
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@ -4337,7 +4337,7 @@ static const char **GuiTextSplit(const char *text, int *count, int *textRow)
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// NOTE: Color data should be passed normalized
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static Vector3 ConvertRGBtoHSV(Vector3 rgb)
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{
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Vector3 hsv = { 0.0f };
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Vector3 hsv = { 0 };
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float min = 0.0f;
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float max = 0.0f;
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float delta = 0.0f;
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@ -4390,7 +4390,7 @@ static Vector3 ConvertRGBtoHSV(Vector3 rgb)
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// NOTE: Color data should be passed normalized
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static Vector3 ConvertHSVtoRGB(Vector3 hsv)
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{
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Vector3 rgb = { 0.0f };
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Vector3 rgb = { 0 };
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float hh = 0.0f, p = 0.0f, q = 0.0f, t = 0.0f, ff = 0.0f;
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long i = 0;
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@ -39,7 +39,7 @@ int main()
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SetCameraMode(camera, CAMERA_ORBITAL);
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Vector3 cubePosition = { 0.0f };
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Vector3 cubePosition = { 0 };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -40,7 +40,7 @@ int main()
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SetCameraMode(camera, CAMERA_ORBITAL);
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Vector3 cubePosition = { 0.0f };
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Vector3 cubePosition = { 0 };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -407,8 +407,8 @@ PHYSACDEF PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float
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newBody->id = newId;
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newBody->enabled = true;
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newBody->position = pos;
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newBody->velocity = (Vector2){ 0.0f };
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newBody->force = (Vector2){ 0.0f };
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newBody->velocity = (Vector2){ 0.0f, 0.0f };
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newBody->force = (Vector2){ 0.0f, 0.0f };
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newBody->angularVelocity = 0.0f;
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newBody->torque = 0.0f;
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newBody->orient = 0.0f;
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@ -1328,7 +1328,7 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
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// Returns a quaternion for a given rotation matrix
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RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
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{
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Quaternion result = { 0.0f };
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Quaternion result = { 0 };
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if ((mat.m0 > mat.m5) && (mat.m0 > mat.m10))
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{
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@ -3565,7 +3565,7 @@ Color ColorAlphaBlend(Color dst, Color src, Color tint)
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Vector4 fdst = ColorNormalize(dst);
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Vector4 fsrc = ColorNormalize(src);
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Vector4 ftint = ColorNormalize(tint);
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Vector4 fout = { 0.0f };
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Vector4 fout = { 0 };
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fout.w = fsrc.w + fdst.w*(1.0f - fsrc.w);
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