diff --git a/materialsystem/stdshaders/example_model_dx9_helper.cpp b/materialsystem/stdshaders/example_model_dx9_helper.cpp
index fc6a7208..bd952e3d 100644
--- a/materialsystem/stdshaders/example_model_dx9_helper.cpp
+++ b/materialsystem/stdshaders/example_model_dx9_helper.cpp
@@ -206,7 +206,7 @@ void DrawExampleModel_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** param
 			pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );
 		}
 
-		LightState_t lightState = { 0, false, false };
+		LightState_t lightState = LightState_t();
 		bool bFlashlightShadows = false;
 		if( bHasFlashlight )
 		{
diff --git a/materialsystem/stdshaders/eye_refract_helper.cpp b/materialsystem/stdshaders/eye_refract_helper.cpp
index b7aa4caf..5092482c 100644
--- a/materialsystem/stdshaders/eye_refract_helper.cpp
+++ b/materialsystem/stdshaders/eye_refract_helper.cpp
@@ -274,7 +274,7 @@ void Draw_Eyes_Refract_Internal( CBaseVSShader *pShader, IMaterialVar** params,
 		if ( bDrawFlashlightAdditivePass == true )
 			pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, flashlightState.m_vecLightOrigin.Base(), 1 );
 
-		LightState_t lightState = { 0, false, false };
+		LightState_t lightState = LightState_t();
 		if ( bDrawFlashlightAdditivePass == false )
 		{
 			pShaderAPI->GetDX9LightState( &lightState );
diff --git a/materialsystem/stdshaders/flesh_interior_blended_pass_helper.cpp b/materialsystem/stdshaders/flesh_interior_blended_pass_helper.cpp
index 448aaf1d..f98b503f 100644
--- a/materialsystem/stdshaders/flesh_interior_blended_pass_helper.cpp
+++ b/materialsystem/stdshaders/flesh_interior_blended_pass_helper.cpp
@@ -222,7 +222,7 @@ void DrawFleshInteriorBlendedPass( CBaseVSShader *pShader, IMaterialVar** params
 		bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
 
 		// Set Vertex Shader Combos
-		LightState_t lightState = { 0, false, false };
+		LightState_t lightState = LightState_t();
 		pShaderAPI->GetDX9LightState( &lightState );
 		DECLARE_DYNAMIC_VERTEX_SHADER( flesh_interior_blended_pass_vs20 );
 		SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
diff --git a/materialsystem/stdshaders/particlelitgeneric_dx9_helper.cpp b/materialsystem/stdshaders/particlelitgeneric_dx9_helper.cpp
index 7ec4ce3a..90f838ff 100644
--- a/materialsystem/stdshaders/particlelitgeneric_dx9_helper.cpp
+++ b/materialsystem/stdshaders/particlelitgeneric_dx9_helper.cpp
@@ -234,7 +234,7 @@ void DrawParticleLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params,
 			pShader->BindTexture( SHADER_SAMPLER7, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame );
 		}
 
-		LightState_t lightState = { 0, false, false };
+		LightState_t lightState = LightState_t();
 		if( !hasFlashlight )
 			pShaderAPI->GetDX9LightState( &lightState );
 
diff --git a/materialsystem/stdshaders/pyro_vision.cpp b/materialsystem/stdshaders/pyro_vision.cpp
index 9c861c75..91f1808f 100644
--- a/materialsystem/stdshaders/pyro_vision.cpp
+++ b/materialsystem/stdshaders/pyro_vision.cpp
@@ -638,7 +638,7 @@ BEGIN_VS_SHADER( pyro_vision, "Help for pyro vision" )
 			DynamicCmdsOut.SetPixelShaderConstant( 12, vParms.Base() );
 
 			int numBones = pShaderAPI->GetCurrentNumBones();
-			LightState_t lightState = { 0, false, false };
+			LightState_t lightState = LightState_t();
 			if ( bVertexLit && !bFullBright )
 			{
 				pShaderAPI->GetDX9LightState( &lightState );
diff --git a/materialsystem/stdshaders/skin_dx9_helper.cpp b/materialsystem/stdshaders/skin_dx9_helper.cpp
index 1e2d30f3..81891d8b 100644
--- a/materialsystem/stdshaders/skin_dx9_helper.cpp
+++ b/materialsystem/stdshaders/skin_dx9_helper.cpp
@@ -611,7 +611,7 @@ void DrawSkin_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShad
 			}
 		}
 
-		LightState_t lightState = { 0, false, false };
+		LightState_t lightState = LightState_t();
 		bool bFlashlightShadows = false;
 		if( bHasFlashlight )
 		{
diff --git a/materialsystem/stdshaders/vertexlitgeneric_dx9_helper.cpp b/materialsystem/stdshaders/vertexlitgeneric_dx9_helper.cpp
index e08cc497..ea92df4a 100644
--- a/materialsystem/stdshaders/vertexlitgeneric_dx9_helper.cpp
+++ b/materialsystem/stdshaders/vertexlitgeneric_dx9_helper.cpp
@@ -1188,7 +1188,7 @@ static void DrawVertexLitGeneric_DX9_Internal( CBaseVSShader *pShader, IMaterial
 
 
 		// Set up light combo state
-		LightState_t lightState = {0, false, false};
+		LightState_t lightState = LightState_t();
 		if ( bVertexLitGeneric && (!bHasFlashlight || IsX360() ) )
 		{
 			pShaderAPI->GetDX9LightState( &lightState );
diff --git a/materialsystem/stdshaders/vortwarp_dx9.cpp b/materialsystem/stdshaders/vortwarp_dx9.cpp
index 7c133f6f..3177f9a8 100644
--- a/materialsystem/stdshaders/vortwarp_dx9.cpp
+++ b/materialsystem/stdshaders/vortwarp_dx9.cpp
@@ -310,7 +310,7 @@ void DrawVortWarp_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDyn
 		}
 
 		// Set up light combo state
-		LightState_t lightState = {0, false, false};
+		LightState_t lightState = LightState_t();
 		if ( bVertexLitGeneric && !hasFlashlight )
 		{
 			pShaderAPI->GetDX9LightState( &lightState );