Fix damage overlay rounding (#10792)
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@@ -73,29 +73,45 @@ public sealed class DamageOverlay : Overlay
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{
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DeadLevel = 1f;
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}
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else if (!DeadLevel.Equals(0f))
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else if (!MathHelper.CloseTo(0f, DeadLevel, 0.001f))
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{
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var diff = -DeadLevel;
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DeadLevel += GetDiff(diff, lastFrameTime);
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}
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else
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{
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DeadLevel = 0f;
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}
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if (!MathHelper.CloseTo(_oldBruteLevel, BruteLevel, 0.001f))
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{
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var diff = BruteLevel - _oldBruteLevel;
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_oldBruteLevel += GetDiff(diff, lastFrameTime);
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}
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else
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{
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_oldBruteLevel = BruteLevel;
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}
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if (!MathHelper.CloseTo(_oldOxygenLevel, OxygenLevel, 0.001f))
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{
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var diff = OxygenLevel - _oldOxygenLevel;
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_oldOxygenLevel += GetDiff(diff, lastFrameTime);
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}
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else
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{
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_oldOxygenLevel = OxygenLevel;
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}
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if (!MathHelper.CloseTo(_oldCritLevel, CritLevel, 0.001f))
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{
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var diff = CritLevel - _oldCritLevel;
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_oldCritLevel += GetDiff(diff, lastFrameTime);
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}
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else
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{
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_oldCritLevel = CritLevel;
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}
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/*
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* darknessAlphaOuter is the maximum alpha for anything outside of the larger circle
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