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EMI: Initialize fields in Light and SetShadow.
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@ -437,6 +437,10 @@ bool Set::Setup::restoreState(SaveGame *savedState) {
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return true;
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}
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Light::Light() : _intensity(0.0f), _umbraangle(0.0f), _penumbraangle(0.0f),
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_falloffNear(0.0f), _falloffFar(0.0f), _enabled(false), _id(0) {
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}
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void Light::load(TextSplitter &ts) {
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char buf[256];
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@ -577,6 +581,9 @@ bool Light::restoreState(SaveGame *savedState) {
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return true;
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}
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SetShadow::SetShadow() : _numSectors(0) {
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}
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void SetShadow::loadBinary(Common::SeekableReadStream *data) {
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uint32 nameLen = data->readUint32LE();
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char *name = new char[nameLen];
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@ -166,6 +166,7 @@ private:
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* Set lighting data
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*/
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struct Light {
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Light();
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void load(TextSplitter &ts);
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void loadBinary(Common::SeekableReadStream *data);
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void saveState(SaveGame *savedState) const;
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@ -193,6 +194,7 @@ struct Light {
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* Set shadow data (EMI)
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*/
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struct SetShadow {
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SetShadow();
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void loadBinary(Common::SeekableReadStream *data);
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void saveState(SaveGame *savedState) const;
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void restoreState(SaveGame *savedState);
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