From 41582f04482a986acf16f3675da054e436f463ec Mon Sep 17 00:00:00 2001
From: =?UTF-8?q?Valentin=20Lemi=C3=A8re?= <ibilon@hotmail.com>
Date: Sun, 29 Mar 2020 22:03:10 +0200
Subject: [PATCH] Fix "variable is reassigned before use" linter warning on
 raymath.h (#1158)

---
 src/raymath.h | 18 +++++++-----------
 1 file changed, 7 insertions(+), 11 deletions(-)

diff --git a/src/raymath.h b/src/raymath.h
index b30a5cfa5..68d082473 100644
--- a/src/raymath.h
+++ b/src/raymath.h
@@ -554,20 +554,18 @@ RMDEF float3 Vector3ToFloatV(Vector3 v)
 // Compute matrix determinant
 RMDEF float MatrixDeterminant(Matrix mat)
 {
-    float result = { 0 };
-
     // Cache the matrix values (speed optimization)
     float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
     float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
     float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
     float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;
 
-    result = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 +
-             a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 +
-             a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 +
-             a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 +
-             a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 +
-             a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33;
+    float result = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 +
+                   a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 +
+                   a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 +
+                   a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 +
+                   a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 +
+                   a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33;
 
     return result;
 }
@@ -1323,9 +1321,7 @@ RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle
     if (fabs(q.w) > 1.0f) q = QuaternionNormalize(q);
 
     Vector3 resAxis = { 0.0f, 0.0f, 0.0f };
-    float resAngle = 0.0f;
-
-    resAngle = 2.0f*acosf(q.w);
+    float resAngle = 2.0f*acosf(q.w);
     float den = sqrtf(1.0f - q.w*q.w);
 
     if (den > 0.0001f)