use FTranslationID in the model code.
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17 changed files with 29 additions and 24 deletions
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@ -116,9 +116,9 @@ void FHWModelRenderer::SetInterpolation(double inter)
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state.SetInterpolationFactor((float)inter);
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}
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void FHWModelRenderer::SetMaterial(FGameTexture *skin, bool clampNoFilter, int translation)
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void FHWModelRenderer::SetMaterial(FGameTexture *skin, bool clampNoFilter, FTranslationID translation)
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{
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state.SetMaterial(skin, UF_Skin, 0, clampNoFilter ? CLAMP_NOFILTER : CLAMP_NONE, translation, -1);
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state.SetMaterial(skin, UF_Skin, 0, clampNoFilter ? CLAMP_NOFILTER : CLAMP_NONE, translation.index(), -1);
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state.SetLightIndex(modellightindex);
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}
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@ -53,7 +53,7 @@ public:
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void BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored, FSpriteModelFrame *smf) override;
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void EndDrawHUDModel(FRenderStyle style, FSpriteModelFrame *smf) override;
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void SetInterpolation(double interpolation) override;
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void SetMaterial(FGameTexture *skin, bool clampNoFilter, int translation) override;
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void SetMaterial(FGameTexture *skin, bool clampNoFilter, FTranslationID translation) override;
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void DrawArrays(int start, int count) override;
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void DrawElements(int numIndices, size_t offset) override;
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int SetupFrame(FModel *model, unsigned int frame1, unsigned int frame2, unsigned int size, const TArray<VSMatrix>& bones, int boneStartIndex) override;
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