Change Color.ToAhsv to tuple syntax.
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@@ -71,8 +71,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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Color = color;
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Color.ToAhsv(out _, out var h, out var s, out _);
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var (_, h, s, _) = Color.ToAhsv();
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var newPalette = new MutablePalette(worldRenderer.Palette(PaletteName).Palette);
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newPalette.ApplyRemap(new PlayerColorRemap(RemapIndices, h, s));
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worldRenderer.ReplacePalette(PaletteName, newPalette);
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@@ -141,7 +140,7 @@ namespace OpenRA.Mods.Common.Traits
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public Color MakeValid(Color color, MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors, Action<string> onError = null)
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{
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color.ToAhsv(out _, out var h, out var s, out _);
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var (_, h, s, _) = color.ToAhsv();
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return MakeValid(h, s, random, terrainColors, playerColors, onError);
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}
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@@ -181,10 +180,7 @@ namespace OpenRA.Mods.Common.Traits
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// until we either find a suitable color or loop back to where we started.
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// This is a simple way to avoid being trapped between two blocking colors.
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if (stepSign == 0)
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{
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Color.FromLinear(255, blocker.R, blocker.G, blocker.B).ToAhsv(out _, out var blockerHue, out _, out _);
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stepSign = blockerHue > hue ? -1 : 1;
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}
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stepSign = Color.FromLinear(255, blocker.R, blocker.G, blocker.B).ToAhsv().H > hue ? -1 : 1;
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hue += stepSign * 0.01f;
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}
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@@ -149,7 +149,7 @@ namespace OpenRA.Mods.Common.Widgets
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/// </summary>
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public void Set(Color color)
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{
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color.ToAhsv(out _, out var h, out var s, out _);
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var (_, h, s, _) = color.ToAhsv();
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if (H != h || S != s)
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{
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