Unified those messy FrameEventArgs.
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@@ -6,6 +6,7 @@ using Robust.Client.UserInterface.Controls;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Maths;
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using Robust.Shared.Timers;
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using Robust.Shared.Timing;
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namespace Content.Client.Chat
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{
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@@ -73,11 +74,11 @@ namespace Content.Client.Chat
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_verticalOffsetAchieved = -ContentHeight;
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}
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protected override void FrameUpdate(RenderFrameEventArgs args)
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protected override void FrameUpdate(FrameEventArgs args)
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{
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base.FrameUpdate(args);
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_timeLeft -= args.Elapsed;
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_timeLeft -= args.DeltaSeconds;
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if (_timeLeft <= FadeTime)
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{
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@@ -99,7 +100,7 @@ namespace Content.Client.Chat
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}
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else
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{
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_verticalOffsetAchieved = FloatMath.Lerp(_verticalOffsetAchieved, VerticalOffset, 10 * args.Elapsed);
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_verticalOffsetAchieved = FloatMath.Lerp(_verticalOffsetAchieved, VerticalOffset, 10 * args.DeltaSeconds);
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}
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var worldPos = _senderEntity.Transform.WorldPosition;
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