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-rw-r--r--src/entities/Physical.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp
index de60c400..7be5df23 100644
--- a/src/entities/Physical.cpp
+++ b/src/entities/Physical.cpp
@@ -1288,7 +1288,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
int numCollisions;
int mostColliding;
CColPoint colpoints[MAX_COLLISION_POINTS];
- CVector shift = { 0.0f, 0.0f, 0.0f };
+ CVector shift = CVector(0.0f, 0.0f, 0.0f);
bool doShift = false;
CEntity *boat = nil;
@@ -1747,8 +1747,8 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
if(numCollisions <= 0)
continue;
- CVector moveSpeed = { 0.0f, 0.0f, 0.0f };
- CVector turnSpeed = { 0.0f, 0.0f, 0.0f };
+ CVector moveSpeed = CVector(0.0f, 0.0f, 0.0f);
+ CVector turnSpeed = CVector(0.0f, 0.0f, 0.0f);
float maxImpulseA = 0.0f;
numResponses = 0;
if(A->bHasContacted){
@@ -2232,8 +2232,8 @@ CPhysical::ProcessCollision(void)
}else if(IsObject() && ((CObject*)this)->ObjectCreatedBy != TEMP_OBJECT){
int responsecase = ((CObject*)this)->m_nSpecialCollisionResponseCases;
if(responsecase == COLLRESPONSE_LAMPOST){
- CVector speedUp = { 0.0f, 0.0f, 0.0f };
- CVector speedDown = { 0.0f, 0.0f, 0.0f };
+ CVector speedUp = CVector(0.0f, 0.0f, 0.0f);
+ CVector speedDown = CVector(0.0f, 0.0f, 0.0f);
CColModel *colModel = GetColModel();
speedUp.z = colModel->boundingBox.max.z;
speedDown.z = colModel->boundingBox.min.z;