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Review "aggregate initializations" #1403
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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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