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https://github.com/MaSzyna-EU07/maszyna.git
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refactor(sonar): initialise members in initialiser lists or declarations (cpp:S3230)
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@@ -584,22 +584,12 @@ std::vector<std::string> const TTrain::fPress_labels = {
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TTrain::TTrain()
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{
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// McZapkie-240302 - przyda sie do tachometru
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ShowNextCurrent = false;
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// McZapkie-240302 - przyda sie do tachometru
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fTachoVelocity = 0;
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fTachoCount = 0;
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fPPress = 0;
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fNPress = 0;
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// asMessage="";
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pMechOffset = glm::dvec3(0, 0, 0);
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fBlinkTimer = 0;
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fHaslerTimer = 0;
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//-----
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pMechSittingPosition = glm::dvec3(0, 0, 0); // ABu: 180404
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fTachoTimer = 0.0; // włączenie skoków wskazań prędkościomierza
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// asMessage="";
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@@ -146,7 +146,7 @@ class TTrain {
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// methods
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bool CabChange(int iDirection);
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bool ShowNextCurrent; // pokaz przd w podlaczonej lokomotywie (ET41)
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bool ShowNextCurrent{false}; // pokaz przd w podlaczonej lokomotywie (ET41)
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bool InitializeCab(int NewCabNo, std::string const &asFileName);
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TTrain();
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~TTrain();
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@@ -857,14 +857,14 @@ public: // reszta może by?publiczna
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int iCabn { 0 }; // 0: mid, 1: front, 2: rear
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bool is_cab_initialized { false };
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// McZapkie: do poruszania sie po kabinie
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glm::dvec3 pMechSittingPosition; // ABu 180404
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glm::dvec3 pMechSittingPosition{0.0}; // ABu 180404
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glm::dvec3 MirrorPosition(bool lewe);
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glm::dvec3 pMechOffset; // base position of the driver in the cab
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glm::dvec3 pMechOffset{0.0}; // base position of the driver in the cab
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glm::vec2 pMechViewAngle { 0.0, 0.0 }; // camera pitch and yaw values, preserved while in external view
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private:
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double fBlinkTimer;
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float fHaslerTimer;
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double fBlinkTimer{0.0};
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float fHaslerTimer{0.0f};
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float fConverterTimer; // hunter-261211: dla przekaznika
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float fMainRelayTimer; // hunter-141211: zalaczanie WSa z opoznieniem
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float fBatteryTimer = {-1.f}; // Hirek: zalaczanie baterii z opoznieniem (tylko gdy zdefiniowano takie zachowanie w fiz)
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@@ -898,8 +898,8 @@ private:
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std::vector<std::tuple<bool, bool, int>> bCompressors;
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bool bHeat[8]; // grzanie
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// McZapkie: do syczenia
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float fPPress;
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float fNPress;
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float fPPress{0.0f};
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float fNPress{0.0f};
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bool m_mastercontrollerinuse { false };
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float m_mastercontrollerreturndelay { 0.f };
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screenentry_sequence m_screens;
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