use FTranslationID in all places where strict type checking is needed.
This means all properties in serializable classes now use this wrapper type. The backend hasn't been changed yet
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42 changed files with 189 additions and 139 deletions
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@ -64,7 +64,7 @@ void RenderModel(FModelRenderer *renderer, float x, float y, float z, FSpriteMod
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int translation = 0;
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if (!(smf->flags & MDL_IGNORETRANSLATION))
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translation = actor->Translation;
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translation = actor->Translation.index();
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// y scale for a sprite means height, i.e. z in the world!
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float scaleFactorX = actor->Scale.X * smf->xscale;
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@ -245,8 +245,8 @@ void RenderHUDModel(FModelRenderer *renderer, DPSprite *psp, FVector3 translatio
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float orientation = smf->xscale * smf->yscale * smf->zscale;
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renderer->BeginDrawHUDModel(playermo->RenderStyle, objectToWorldMatrix, orientation < 0, smf);
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uint32_t trans = psp->GetTranslation() != 0 ? psp->GetTranslation() : 0;
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if ((psp->Flags & PSPF_PLAYERTRANSLATED)) trans = psp->Owner->mo->Translation;
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uint32_t trans = psp->GetTranslation().index();
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if ((psp->Flags & PSPF_PLAYERTRANSLATED)) trans = psp->Owner->mo->Translation.index();
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RenderFrameModels(renderer, playermo->Level, smf, psp->GetState(), psp->GetTics(), psp->Caller->modelData != nullptr ? psp->Caller->modelData->modelDef != NAME_None ? PClass::FindActor(psp->Caller->modelData->modelDef) : psp->Caller->GetClass() : psp->Caller->GetClass(), trans, psp->Caller);
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renderer->EndDrawHUDModel(playermo->RenderStyle, smf);
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}
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