src/playsim/p_maputl.cpp:1691:42: error: too many arguments provided to function-like macro invocation
src/gamedata/d_dehacked.cpp:2385:62: error: cannot pass non-trivial object of type 'FString' to variadic function;
With fixed point math barely being used anywhere with the vast majority of calls in the software voxel drawer it makes sense to reduce the function interface to the minimum possible and move the shift value into the function call as an argument.
This reverts commit 8fc9f1e5ef.
As I already feared, this does not work right. The entire linking/unlinking code is simply too fragile. So no protection here against inept tinkering.
Some people apparently have to toy around with the engine's innards without fully understanding them. :(
When properly used the saveguards should never be triggered.
* refactored FBoundingBox so that the game dependent members are global functions now.
* changed some methods of the model renderer to take a render style parameter instead of a full actor.