@@ -1745,7 +1745,7 @@ bool AIMoveTowardsPosition(object *obj, /*velocity *new_vel,*/ vector *pos, floa
17451745
17461746 if (stop_at_end_point) {
17471747 if (vm_VectorDistance (pos, &obj->pos ) <= .2f ) {
1748- obj->mtype .phys_info .velocity = Zero_vector ;
1748+ obj->mtype .phys_info .velocity = vector{} ;
17491749 *f_moved = true ;
17501750 return true ;
17511751 }
@@ -1772,7 +1772,7 @@ bool AIMoveTowardsPosition(object *obj, /*velocity *new_vel,*/ vector *pos, floa
17721772 if (*pos == obj->pos ) {
17731773 physics_info *phys_info = &obj->mtype .phys_info ;
17741774
1775- if (phys_info->velocity != Zero_vector ) {
1775+ if (phys_info->velocity != vector{} ) {
17761776 vector vel_diff = -phys_info->velocity ;
17771777 scalar delta_vel = vm_NormalizeVector (&vel_diff);
17781778 scalar max_delta_vel = Frametime * ai_info->max_delta_velocity * acc_scale;
@@ -1825,7 +1825,7 @@ bool move_relative_object_vec(object *obj, vector *vec, object *target, float ci
18251825 normal_component = opposite_fvec * vm_Dot3Product (opposite_fvec, vec_to_plane);
18261826 plane_component = vec_to_plane - normal_component;
18271827
1828- if (plane_component == Zero_vector ) {
1828+ if (plane_component == vector{} ) {
18291829 goal_dir = target->orient .rvec ;
18301830 } else {
18311831 goal_dir = plane_component;
@@ -1914,7 +1914,7 @@ bool compute_dodge_dir(vector *movement_dir, object *obj, object *dodge_obj) {
19141914
19151915 dodge_vec *= scale;
19161916
1917- if (dodge_vec != Zero_vector && (obj->ai_info ->dodge_till_time < Gametime ||
1917+ if (dodge_vec != vector{} && (obj->ai_info ->dodge_till_time < Gametime ||
19181918 dodge_vec.mag () > obj->ai_info ->last_dodge_dir .mag ())) {
19191919 obj->ai_info ->last_dodge_dir = dodge_vec;
19201920 }
@@ -1953,7 +1953,7 @@ bool goal_do_avoid_walls(object *obj, vector *mdir) {
19531953 int num_faces;
19541954 float rad;
19551955 int i;
1956- vector awall_dir = Zero_vector ;
1956+ vector awall_dir{} ;
19571957 float closest_dist;
19581958 vector pos;
19591959 bool f_danger = false ;
@@ -1973,7 +1973,7 @@ bool goal_do_avoid_walls(object *obj, vector *mdir) {
19731973
19741974 closest_dist = rad + 1 .0f ;
19751975
1976- if (obj->mtype .phys_info .velocity == Zero_vector ) {
1976+ if (obj->mtype .phys_info .velocity == vector{} ) {
19771977 return false ;
19781978 }
19791979
@@ -2115,7 +2115,7 @@ void AITurnTowardsDir(object *obj, /*velocity *new_vel,*/ vector *goal_dir /*, b
21152115 matrix saved_orient = obj->orient ;
21162116 vector saved_uvec = obj->orient .uvec ;
21172117
2118- if (*goal_dir == Zero_vector || vm_Dot3Product (obj->orient .fvec , (*goal_dir)) >= ONE_DEGREE_ARC_COS)
2118+ if (*goal_dir == vector{} || vm_Dot3Product (obj->orient .fvec , (*goal_dir)) >= ONE_DEGREE_ARC_COS)
21192119 return ; // No goal_dir or less than 1 degree off goal
21202120
21212121 if (obj->size > 32 .0f && (vm_Dot3Product (obj->orient .fvec , (*goal_dir))) >= FIVE_DEGREE_ARC_COS)
@@ -2318,7 +2318,7 @@ bool MeleeHitOk(object *obj) {
23182318 if (target->movement_type == MT_PHYSICS || target->movement_type == MT_PHYSICS) {
23192319 relative_vel = -target->mtype .phys_info .velocity ;
23202320 } else {
2321- relative_vel = Zero_vector ;
2321+ relative_vel = vector{} ;
23222322 }
23232323 }
23242324
@@ -3685,7 +3685,7 @@ bool AIInit(object *obj, uint8_t ai_class, uint8_t ai_type, uint8_t ai_movement)
36853685
36863686 ai_info->vec_to_target_perceived = obj->orient .fvec ;
36873687
3688- ai_info->last_dodge_dir = Zero_vector ;
3688+ ai_info->last_dodge_dir = vector{} ;
36893689 ai_info->dodge_till_time = Gametime - 1 .0f ;
36903690
36913691 if (ObjGet (obj->parent_handle )) {
@@ -4081,7 +4081,7 @@ bool AiGoalAvoid(vector *adir, object *obj, object *a_obj, float dist) {
40814081 if (a_obj->movement_type == MT_PHYSICS || a_obj->movement_type == MT_WALKING)
40824082 a_vel = a_obj->mtype .phys_info .velocity ;
40834083 else
4084- a_vel = Zero_vector ;
4084+ a_vel = vector{} ;
40854085
40864086 vector to_avoid = a_obj->pos - obj->pos ;
40874087 vector mdir;
@@ -4546,11 +4546,11 @@ void ai_move(object *obj) {
45464546 // object *g_objs[5]; // 1 target + 2 enemies + 2 friends
45474547
45484548 object *targetptr = ObjGet (ai_info->target_handle ); // The target of this AI
4549- ai_info->movement_dir = Zero_vector ;
4549+ ai_info->movement_dir = vector{} ;
45504550
45514551 // Hacked flocking code
45524552 if (ai_info->ai_type == AIT_BIRD_FLOCK1) {
4553- vector composite_dir = Zero_vector ;
4553+ vector composite_dir{} ;
45544554
45554555 for (int temp = 0 ; temp < AI_FriendNumNear; temp++) {
45564556 object *g_obj = AI_FriendObj[temp];
@@ -4565,7 +4565,7 @@ void ai_move(object *obj) {
45654565 }
45664566
45674567 // Facing code
4568- if (composite_dir == Zero_vector )
4568+ if (composite_dir == vector{} )
45694569 composite_dir = obj->orient .fvec ;
45704570
45714571 // FLOCK HEIGHT CODE
@@ -4601,8 +4601,8 @@ void ai_move(object *obj) {
46014601 // Stop objects that have not been active lately
46024602 if (!(ai_info->flags & AIF_PERSISTANT) && Gametime - ai_info->last_see_target_time > CHECK_VIS_INFREQUENTLY_TIME &&
46034603 Gametime - ai_info->last_hear_target_time > CHECK_VIS_INFREQUENTLY_TIME && ai_info->awareness == AWARE_NONE) {
4604- obj->mtype .phys_info .velocity = Zero_vector ;
4605- obj->mtype .phys_info .rotvel = Zero_vector ;
4604+ obj->mtype .phys_info .velocity = vector{} ;
4605+ obj->mtype .phys_info .rotvel = vector{} ;
46064606 } else {
46074607 // Determine movement stuff
46084608 if (obj->movement_type == MT_PHYSICS || obj->movement_type == MT_WALKING) {
@@ -5004,7 +5004,7 @@ void ai_move(object *obj) {
50045004 int16_t robots[6 ];
50055005 int num_robots =
50065006 fvi_QuickDistObjectList (&obj->pos , obj->roomnum , 30 .0f , robots, 6 , false , true , false , true );
5007- vector d = Zero_vector ;
5007+ vector d{} ;
50085008 int i;
50095009 float closest = 100000 .0f ;
50105010
@@ -5031,7 +5031,7 @@ void ai_move(object *obj) {
50315031 }
50325032 }
50335033
5034- if (d != Zero_vector ) {
5034+ if (d != vector{} ) {
50355035 if (closest < 30 .0f ) {
50365036 float scale = 1 .0f - closest / 30 .0f ;
50375037 vm_NormalizeVector (&d);
@@ -5065,16 +5065,16 @@ void ai_move(object *obj) {
50655065 }
50665066 } else {
50675067 if (!(f_dodge || f_avoid ||
5068- (ai_info->dodge_till_time >= Gametime && ai_info->last_dodge_dir != Zero_vector ))) {
5068+ (ai_info->dodge_till_time >= Gametime && ai_info->last_dodge_dir != vector{} ))) {
50695069 AIMoveTowardsPosition (obj, &obj->pos , 1 .0f , false , &goal_mdir, &goal_f_moved);
50705070 goal_mset = true ;
50715071 }
50725072 }
50735073
50745074 // BLEND THIS!
5075- if ((f_dodge || f_avoid || (ai_info->dodge_till_time >= Gametime && ai_info->last_dodge_dir != Zero_vector )) ||
5075+ if ((f_dodge || f_avoid || (ai_info->dodge_till_time >= Gametime && ai_info->last_dodge_dir != vector{} )) ||
50765076 (!goal_f_moved && goal_mset)) {
5077- if (!f_dodge && (ai_info->dodge_till_time >= Gametime && ai_info->last_dodge_dir != Zero_vector )) {
5077+ if (!f_dodge && (ai_info->dodge_till_time >= Gametime && ai_info->last_dodge_dir != vector{} )) {
50785078 f_dodge = true ;
50795079 ai_info->movement_dir += ai_info->last_dodge_dir ;
50805080
@@ -5550,7 +5550,7 @@ static inline void ai_walker_stuff(object *obj) {
55505550 }
55515551 }
55525552
5553- obj->mtype .phys_info .velocity = Zero_vector ;
5553+ obj->mtype .phys_info .velocity = vector{} ;
55545554 }
55555555 } else if (ai_info->movement_type == MC_WALKING) {
55565556 int next_anim;
@@ -6028,8 +6028,8 @@ void AIDoFrame(object *obj) {
60286028
60296029 // AI objects don't use thrust (in general)
60306030 obj->mtype .phys_info .flags &= ~PF_USES_THRUST;
6031- obj->mtype .phys_info .rotthrust = Zero_vector ;
6032- obj->mtype .phys_info .thrust = Zero_vector ;
6031+ obj->mtype .phys_info .rotthrust = vector{} ;
6032+ obj->mtype .phys_info .thrust = vector{} ;
60336033
60346034 if (obj->type == OBJ_DUMMY)
60356035 return ;
@@ -6145,7 +6145,7 @@ void AIDoFrame(object *obj) {
61456145 if (speed > 0 .1f && speed <= ai_info->max_velocity * 2.0 ) {
61466146 if (obj->mtype .phys_info .drag > 0 .0f && obj->mtype .phys_info .mass > 0 .0f ) {
61476147 obj->mtype .phys_info .flags |= PF_USES_THRUST;
6148- obj->mtype .phys_info .rotthrust = Zero_vector ;
6148+ obj->mtype .phys_info .rotthrust = vector{} ;
61496149 obj->mtype .phys_info .thrust = obj->mtype .phys_info .velocity * obj->mtype .phys_info .drag ;
61506150 }
61516151 }
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