diff --git a/OpenRA.Game/Graphics/Viewport.cs b/OpenRA.Game/Graphics/Viewport.cs index c7261a1fac..1327be6359 100755 --- a/OpenRA.Game/Graphics/Viewport.cs +++ b/OpenRA.Game/Graphics/Viewport.cs @@ -59,7 +59,7 @@ namespace OpenRA.Graphics var newScrollPosition = scrollPosition + d; if(!ignoreBorders) - newScrollPosition = this.NormalizeScrollPosition(newScrollPosition); + newScrollPosition = NormalizeScrollPosition(newScrollPosition); scrollPosition = newScrollPosition; } @@ -83,11 +83,11 @@ namespace OpenRA.Graphics { this.screenSize = screenSize; this.renderer = renderer; - this.adjustedMapBounds = new Rectangle(Game.CellSize*mapBounds.X - screenSize.X/2, + adjustedMapBounds = new Rectangle(Game.CellSize*mapBounds.X - screenSize.X/2, Game.CellSize*mapBounds.Y - screenSize.Y/2, Game.CellSize*mapBounds.Width, Game.CellSize*mapBounds.Height); - this.scrollPosition = new int2(adjustedMapBounds.Location) + new int2(adjustedMapBounds.Size)/2; + scrollPosition = new int2(adjustedMapBounds.Location) + new int2(adjustedMapBounds.Size)/2; } public void DrawRegions( WorldRenderer wr, IInputHandler inputHandler ) @@ -132,7 +132,7 @@ namespace OpenRA.Graphics public void Center(float2 loc) { - scrollPosition = this.NormalizeScrollPosition((Game.CellSize*loc - 1f/(2*Zoom)*screenSize.ToFloat2()).ToInt2()); + scrollPosition = NormalizeScrollPosition((Game.CellSize*loc - 1f/(2*Zoom)*screenSize.ToFloat2()).ToInt2()); } public void Center(IEnumerable actors) @@ -142,7 +142,7 @@ namespace OpenRA.Graphics var avgPos = actors .Select(a => a.CenterLocation) .Aggregate((a, b) => a + b) / actors.Count(); - scrollPosition = this.NormalizeScrollPosition((avgPos - 1f/(2*Zoom)*screenSize.ToFloat2()).ToInt2()); + scrollPosition = NormalizeScrollPosition((avgPos - 1f/(2*Zoom)*screenSize.ToFloat2()).ToInt2()); } // Rectangle (in viewport coords) that contains things to be drawn