temporary hack to fix springy power bar; will vanish with some refactoring
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@@ -238,9 +238,9 @@ namespace OpenRa.Game
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while(Math.Max(Game.LocalPlayer.PowerProvided, Game.LocalPlayer.PowerDrained) >= scale) scale *= 2;
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while(Math.Max(Game.LocalPlayer.PowerProvided, Game.LocalPlayer.PowerDrained) >= scale) scale *= 2;
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//draw bar
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//draw bar
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var powerTopY = bottom.Y + (top.Y - bottom.Y) * (Game.LocalPlayer.PowerProvided / (float)scale);
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var powerTopY = bottom.Y + (top.Y - bottom.Y) * (Game.LocalPlayer.PowerProvided / (float)scale) - Game.viewport.Location.Y;
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lastPowerProvidedPos = float2.Lerp(lastPowerProvidedPos.GetValueOrDefault(powerTopY), powerTopY, .3f);
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lastPowerProvidedPos = float2.Lerp(lastPowerProvidedPos.GetValueOrDefault(powerTopY), powerTopY, .3f);
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float2 powerTop = new float2(bottom.X, lastPowerProvidedPos.Value);
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float2 powerTop = new float2(bottom.X, lastPowerProvidedPos.Value + Game.viewport.Location.Y);
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var color = Color.LimeGreen;
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var color = Color.LimeGreen;
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if (Game.LocalPlayer.GetPowerState() == PowerState.Low)
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if (Game.LocalPlayer.GetPowerState() == PowerState.Low)
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@@ -257,10 +257,10 @@ namespace OpenRa.Game
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lineRenderer.Flush();
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lineRenderer.Flush();
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var drainedPositionY = bottom.Y + (top.Y - bottom.Y)*(Game.LocalPlayer.PowerDrained/(float) scale) - powerIndicatorSprite.size.Y /2;
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var drainedPositionY = bottom.Y + (top.Y - bottom.Y)*(Game.LocalPlayer.PowerDrained/(float) scale) - powerIndicatorSprite.size.Y /2 - Game.viewport.Location.Y;
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lastPowerDrainedPos = float2.Lerp(lastPowerDrainedPos.GetValueOrDefault(drainedPositionY), drainedPositionY, .3f);
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lastPowerDrainedPos = float2.Lerp(lastPowerDrainedPos.GetValueOrDefault(drainedPositionY), drainedPositionY, .3f);
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//draw indicator
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//draw indicator
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float2 drainedPosition = new float2(bottom.X + 2, lastPowerDrainedPos.Value);
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float2 drainedPosition = new float2(bottom.X + 2, lastPowerDrainedPos.Value + Game.viewport.Location.Y);
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buildPaletteRenderer.DrawSprite(powerIndicatorSprite, drainedPosition, PaletteType.Chrome);
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buildPaletteRenderer.DrawSprite(powerIndicatorSprite, drainedPosition, PaletteType.Chrome);
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buildPaletteRenderer.Flush();
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buildPaletteRenderer.Flush();
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