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properly cast new operator * return values
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@ -31,7 +31,7 @@ FLOATNAME(LRotation)() {
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// Description:
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// Description:
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LRotation)::
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INLINE_LINMATH FLOATNAME(LRotation)::
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FLOATNAME(LRotation)(const FLOATNAME(LQuaternion)& c) :
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FLOATNAME(LRotation)(const FLOATNAME(LQuaternion) &c) :
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FLOATNAME(LQuaternion)(c) {
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FLOATNAME(LQuaternion)(c) {
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}
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}
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@ -99,7 +99,7 @@ FLOATNAME(LRotation)(FLOATTYPE h, FLOATTYPE p, FLOATTYPE r) {
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LRotation) FLOATNAME(LRotation)::
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INLINE_LINMATH FLOATNAME(LRotation) FLOATNAME(LRotation)::
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operator * (FLOATTYPE scalar) const {
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operator * (FLOATTYPE scalar) const {
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return FLOATNAME(LVecBase4)::operator * (scalar);
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return FLOATNAME(LRotation)(FLOATNAME(LVecBase4)::operator * (scalar));
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}
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}
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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@ -109,7 +109,7 @@ operator * (FLOATTYPE scalar) const {
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LRotation) FLOATNAME(LRotation)::
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INLINE_LINMATH FLOATNAME(LRotation) FLOATNAME(LRotation)::
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operator / (FLOATTYPE scalar) const {
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operator / (FLOATTYPE scalar) const {
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return FLOATNAME(LVecBase4)::operator / (scalar);
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return FLOATNAME(LRotation)(FLOATNAME(LVecBase4)::operator / (scalar));
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}
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}
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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@ -118,7 +118,7 @@ operator / (FLOATTYPE scalar) const {
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// Description: Rotation * Rotation = Rotation
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// Description: Rotation * Rotation = Rotation
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LRotation) FLOATNAME(LRotation)::
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INLINE_LINMATH FLOATNAME(LRotation) FLOATNAME(LRotation)::
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operator*(const FLOATNAME(LRotation)& other) const {
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operator * (const FLOATNAME(LRotation) &other) const {
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return multiply(other);
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return multiply(other);
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}
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}
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@ -130,7 +130,7 @@ operator*(const FLOATNAME(LRotation)& other) const {
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// to apply an orientation to a rotation.
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// to apply an orientation to a rotation.
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LQuaternion) FLOATNAME(LRotation)::
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INLINE_LINMATH FLOATNAME(LQuaternion) FLOATNAME(LRotation)::
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operator*(const FLOATNAME(LQuaternion)& other) const {
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operator * (const FLOATNAME(LQuaternion) &other) const {
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nassert_raise("LRotation * LQuaternion is undefined; use LRotation * LRotation or LQuaternion * LQuaternion");
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nassert_raise("LRotation * LQuaternion is undefined; use LRotation * LRotation or LQuaternion * LQuaternion");
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return multiply(other);
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return multiply(other);
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}
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}
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@ -23,7 +23,7 @@
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class EXPCL_PANDA FLOATNAME(LRotation) : public FLOATNAME(LQuaternion) {
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class EXPCL_PANDA FLOATNAME(LRotation) : public FLOATNAME(LQuaternion) {
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PUBLISHED:
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PUBLISHED:
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INLINE_LINMATH FLOATNAME(LRotation)();
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INLINE_LINMATH FLOATNAME(LRotation)();
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INLINE_LINMATH FLOATNAME(LRotation)(const FLOATNAME(LQuaternion)&);
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INLINE_LINMATH FLOATNAME(LRotation)(const FLOATNAME(LQuaternion) &);
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INLINE_LINMATH FLOATNAME(LRotation)(FLOATTYPE, FLOATTYPE, FLOATTYPE, FLOATTYPE);
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INLINE_LINMATH FLOATNAME(LRotation)(FLOATTYPE, FLOATTYPE, FLOATTYPE, FLOATTYPE);
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INLINE_LINMATH FLOATNAME(LRotation)(const FLOATNAME(LVector3) &, FLOATTYPE);
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INLINE_LINMATH FLOATNAME(LRotation)(const FLOATNAME(LVector3) &, FLOATTYPE);
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INLINE_LINMATH FLOATNAME(LRotation)(const FLOATNAME(LMatrix3) &);
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INLINE_LINMATH FLOATNAME(LRotation)(const FLOATNAME(LMatrix3) &);
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@ -34,10 +34,10 @@ PUBLISHED:
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INLINE_LINMATH FLOATNAME(LRotation) operator / (FLOATTYPE scalar) const;
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INLINE_LINMATH FLOATNAME(LRotation) operator / (FLOATTYPE scalar) const;
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INLINE_LINMATH FLOATNAME(LRotation)
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INLINE_LINMATH FLOATNAME(LRotation)
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operator*(const FLOATNAME(LRotation)& other) const;
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operator * (const FLOATNAME(LRotation) &other) const;
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INLINE_LINMATH FLOATNAME(LQuaternion)
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INLINE_LINMATH FLOATNAME(LQuaternion)
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operator*(const FLOATNAME(LQuaternion)& other) const;
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operator * (const FLOATNAME(LQuaternion) &other) const;
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public:
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public:
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static TypeHandle get_class_type() {
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static TypeHandle get_class_type() {
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