@@ -20,8 +20,8 @@ private static void onLevelUpdate(On.Celeste.Level.orig_Update orig, Level self)
2020
2121 // check if the player is in a color grade fade trigger
2222 Player player = self . Tracker . GetEntity < Player > ( ) ;
23- ColorGradeFadeTrigger trigger ;
24- if ( player != null && ( trigger = player . CollideFirst < ColorGradeFadeTrigger > ( ) ) != null ) {
23+ ColorGradeFadeTrigger trigger = player ? . CollideFirst < ColorGradeFadeTrigger > ( ) ;
24+ if ( trigger != null ) {
2525 DynData < Level > selfData = new DynData < Level > ( self ) ;
2626
2727 // the game fades from lastColorGrade to Session.ColorGrade using colorGradeEase as a lerp value.
@@ -31,12 +31,12 @@ private static void onLevelUpdate(On.Celeste.Level.orig_Update orig, Level self)
3131 // we are closer to B. let B be the target color grade when player exits the trigger / dies in it
3232 selfData [ "lastColorGrade" ] = trigger . colorGradeA ;
3333 self . Session . ColorGrade = trigger . colorGradeB ;
34- selfData [ "colorGradeEase" ] = MathHelper . Clamp ( positionLerp , 0.001f , 0.999f ) ;
34+ selfData [ "colorGradeEase" ] = positionLerp ;
3535 } else {
3636 // we are closer to A. let A be the target color grade when player exits the trigger / dies in it
3737 selfData [ "lastColorGrade" ] = trigger . colorGradeB ;
3838 self . Session . ColorGrade = trigger . colorGradeA ;
39- selfData [ "colorGradeEase" ] = MathHelper . Clamp ( 1 - positionLerp , 0.001f , 0.999f ) ;
39+ selfData [ "colorGradeEase" ] = 1 - positionLerp ;
4040 }
4141 selfData [ "colorGradeEaseSpeed" ] = 1f ;
4242 }
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