Pass ticFrac to the model renderer as a parameter
This also removes the rather pointless gl_RenderModel functions because with their two lines of content they can just be placed inline.
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8 changed files with 9 additions and 33 deletions
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@ -54,7 +54,7 @@ extern TDeletingArray<FVoxelDef *> VoxelDefs;
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DeletingModelArray Models;
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void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *smf, AActor *actor)
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void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *smf, AActor *actor, double ticFrac)
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{
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// Setup transformation.
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@ -128,7 +128,7 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s
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if (actor->renderflags & RF_INTERPOLATEANGLES)
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{
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// [Nash] use interpolated angles
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DRotator Angles = actor->InterpolatedAngles(r_viewpoint.TicFrac);
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DRotator Angles = actor->InterpolatedAngles(ticFrac);
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angle = Angles.Yaw.Degrees;
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}
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