diff --git a/Strategic/Map Screen Interface Map.cpp b/Strategic/Map Screen Interface Map.cpp index 1e5e7c6e..0c5dd026 100644 --- a/Strategic/Map Screen Interface Map.cpp +++ b/Strategic/Map Screen Interface Map.cpp @@ -713,7 +713,7 @@ void HandleShowingOfEnemiesWithMilitiaOn( void ) INT32 GetMapColourForWeather(const INT16 sX, const INT16 sY) { - const INT32 weatherColors[]{ + const INT32 weatherColors[] = { MAP_SHADE_BLACK, MAP_SHADE_LT_CYAN, MAP_SHADE_LT_BLUE, @@ -970,7 +970,7 @@ UINT32 DrawMap(void) // shade map sectors (must be done before icons!) if (!is_networked) //Don't shade anything if we're in multiplayer game { - INT32 colorMap[ MAXIMUM_VALID_Y_COORDINATE ][ MAXIMUM_VALID_X_COORDINATE ]{}; + INT32 colorMap[ MAXIMUM_VALID_Y_COORDINATE ][ MAXIMUM_VALID_X_COORDINATE ] = {}; switch (gusMapDisplayColourMode) { diff --git a/Tactical/Interface.cpp b/Tactical/Interface.cpp index 5fbadbdc..694efec7 100644 --- a/Tactical/Interface.cpp +++ b/Tactical/Interface.cpp @@ -2691,7 +2691,7 @@ BOOLEAN DrawCTHIndicator() ///////////////////////////////////////// // Load image STI for CTH indicator only once during gameplay. This prevents us from constantly loading and unloading the file from disk. - static UINT32 guiCTHImage{ 0 }; + static UINT32 guiCTHImage = { 0 }; if (guiCTHImage == 0) { VOBJECT_DESC VObjectDesc;