- got rid of the state variables in the model class entirely.
This is *not* the right way to reduce function parameter count. The data in question is far easier evaluated at the calling site and passed as a parameter.
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13 changed files with 43 additions and 53 deletions
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@ -339,12 +339,13 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
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auto tex = skinid.isValid() ? TexMan.GetGameTexture(skinid, true) : nullptr;
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mdl->BuildVertexBuffer(renderer);
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mdl->PushSpriteMDLFrame(smf, i);
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auto& ssids = surfaceskinids.Size() > 0 ? surfaceskinids : smf->surfaceskinIDs;
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auto ssidp = (unsigned)(i * MD3_MAX_SURFACES) < ssids.Size() ? &ssids[i * MD3_MAX_SURFACES] : nullptr;
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if (smfNext && modelframe != modelframenext)
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mdl->RenderFrame(renderer, tex, modelframe, modelframenext, inter, translation, surfaceskinids.Size() > 0? surfaceskinids : smf->surfaceskinIDs);
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mdl->RenderFrame(renderer, tex, modelframe, modelframenext, inter, translation, ssidp);
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else
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mdl->RenderFrame(renderer, tex, modelframe, modelframe, 0.f, translation, surfaceskinids.Size() > 0 ? surfaceskinids : smf->surfaceskinIDs);
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mdl->RenderFrame(renderer, tex, modelframe, modelframe, 0.f, translation, ssidp);
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}
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}
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}
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