fixed a few unitialized memory reads
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File diff suppressed because it is too large
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@ -17,10 +17,10 @@
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#include "resourcemanager.h"
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#include "resourcemanager.h"
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ButtonNode::ButtonNode(ButtonShape* shape):
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ButtonNode::ButtonNode(ButtonShape* shape):
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m_shape(shape)
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m_shape(shape),
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m_label(new LabelNode())
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{
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{
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addChild(m_shape->getBackGround());
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addChild(m_shape->getBackGround());
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m_label = new LabelNode();
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addChild(m_label);
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addChild(m_label);
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}
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}
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@ -11,7 +11,8 @@
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LabelNode::LabelNode():
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LabelNode::LabelNode():
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m_string(""),
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m_string(""),
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m_color(glm::vec3(1,1,1))
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m_color(glm::vec3(1,1,1)),
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m_was_updated(false)
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{
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{
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Font* font = RESOURCE_GET(Font,"shellfont");
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Font* font = RESOURCE_GET(Font,"shellfont");
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m_text = font->getTextNode(m_string,m_color,32);
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m_text = font->getTextNode(m_string,m_color,32);
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@ -69,7 +69,7 @@ const float JUMP_VELOCITY = 5.f;
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PlayerCharacterNode::PlayerCharacterNode(bool noClip) :
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PlayerCharacterNode::PlayerCharacterNode(bool noClip) :
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m_jumping(false),
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m_jumping(false),
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m_noclipMode(noClip),
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m_noclipMode(noClip),
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m_inputActions({NO_ACTION, NO_ACTION, NO_ACTION, NO_ACTION, NO_ACTION})
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m_inputActions({NO_ACTION, NO_ACTION, NO_ACTION, NO_ACTION, NO_ACTION, NO_ACTION, NO_ACTION})
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{
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{
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m_playerLight = new PointLight(glm::vec3(150, 10, 30), 10, glm::vec3(0.18f, 0.16f, 0.096f)*2.f);
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m_playerLight = new PointLight(glm::vec3(150, 10, 30), 10, glm::vec3(0.18f, 0.16f, 0.096f)*2.f);
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m_playerLightNode = new LightNode(m_playerLight);
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m_playerLightNode = new LightNode(m_playerLight);
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