Remove this parameter from FloatMath.Clamp.
That was a stupid idea.
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@@ -122,7 +122,7 @@ namespace Content.Client.Chat
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var screenPos = lowerCenter - (Width / 2, ContentHeight + _verticalOffsetAchieved);
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LayoutContainer.SetPosition(this, screenPos);
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var height = (lowerCenter.Y - screenPos.Y).Clamp(0, ContentHeight);
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var height = FloatMath.Clamp(lowerCenter.Y - screenPos.Y, 0, ContentHeight);
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LayoutContainer.SetSize(this, (Size.X, height));
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}
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@@ -244,7 +244,7 @@ namespace Content.Client.GameObjects.Components
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if (int.TryParse(ev.Text, out var result))
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{
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result = result.Clamp(0, byte.MaxValue);
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result = FloatMath.Clamp(result, 0, byte.MaxValue);
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_ignoreEvents = true;
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_colorValue = (byte) result;
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@@ -152,7 +152,7 @@ namespace Content.Client.GameObjects.Components.Mobs
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var progress = (_gameTiming.CurTime - start).TotalSeconds / length;
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var ratio = (progress <= 1 ? (1 - progress) : (_gameTiming.CurTime - end).TotalSeconds * -5);
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cooldownGraphic.Progress = (float)ratio.Clamp(-1, 1);
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cooldownGraphic.Progress = FloatMath.Clamp((float)ratio, -1, 1);
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cooldownGraphic.Visible = ratio > -1f;
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}
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}
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@@ -112,7 +112,7 @@ namespace Content.Client.UserInterface
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var progress = (_gameTiming.CurTime - start).TotalSeconds / length;
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var ratio = (progress <= 1 ? (1 - progress) : (_gameTiming.CurTime - end).TotalSeconds * -5);
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cooldownDisplay.Progress = (float)ratio.Clamp(-1, 1);
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cooldownDisplay.Progress = FloatMath.Clamp((float)ratio, -1, 1);
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if (ratio > -1f)
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{
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@@ -60,7 +60,7 @@ namespace Content.Server.Preferences
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await _prefsSemaphore.WaitAsync();
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try
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{
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index = index.Clamp(0, _maxCharacterSlots - 1);
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index = FloatMath.Clamp(index, 0, _maxCharacterSlots - 1);
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await _prefsDb.SaveSelectedCharacterIndex(username, index);
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}
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finally
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