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Fix some issues found by cppcheck.
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@@ -421,7 +421,7 @@ void RendererStorageRD::_particles_allocate_emission_buffer(Particles *particles
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particles->emission_buffer_data.resize(sizeof(ParticleEmissionBuffer::Data) * particles->amount + sizeof(uint32_t) * 4);
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memset(particles->emission_buffer_data.ptrw(), 0, particles->emission_buffer_data.size());
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particles->emission_buffer = (ParticleEmissionBuffer *)particles->emission_buffer_data.ptrw();
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particles->emission_buffer = reinterpret_cast<ParticleEmissionBuffer *>(particles->emission_buffer_data.ptrw());
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particles->emission_buffer->particle_max = particles->amount;
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particles->emission_storage_buffer = RD::get_singleton()->storage_buffer_create(particles->emission_buffer_data.size(), particles->emission_buffer_data);
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@@ -997,9 +997,9 @@ void RendererStorageRD::_particles_process(Particles *p_particles, double p_delt
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RD::get_singleton()->buffer_update(p_particles->frame_params_buffer, 0, sizeof(ParticlesFrameParams) * p_particles->trail_params.size(), p_particles->trail_params.ptr());
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ParticlesMaterialData *m = (ParticlesMaterialData *)material_storage->material_get_data(p_particles->process_material, RendererRD::SHADER_TYPE_PARTICLES);
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ParticlesMaterialData *m = static_cast<ParticlesMaterialData *>(material_storage->material_get_data(p_particles->process_material, RendererRD::SHADER_TYPE_PARTICLES));
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if (!m) {
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m = (ParticlesMaterialData *)material_storage->material_get_data(particles_shader.default_material, RendererRD::SHADER_TYPE_PARTICLES);
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m = static_cast<ParticlesMaterialData *>(material_storage->material_get_data(particles_shader.default_material, RendererRD::SHADER_TYPE_PARTICLES));
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}
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ERR_FAIL_COND(!m);
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@@ -4098,7 +4098,7 @@ void process() {
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material_storage->material_initialize(particles_shader.default_material);
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material_storage->material_set_shader(particles_shader.default_material, particles_shader.default_shader);
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ParticlesMaterialData *md = (ParticlesMaterialData *)material_storage->material_get_data(particles_shader.default_material, RendererRD::SHADER_TYPE_PARTICLES);
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ParticlesMaterialData *md = static_cast<ParticlesMaterialData *>(material_storage->material_get_data(particles_shader.default_material, RendererRD::SHADER_TYPE_PARTICLES));
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particles_shader.default_shader_rd = particles_shader.shader.version_get_shader(md->shader_data->version, 0);
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Vector<RD::Uniform> uniforms;
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