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Some code tweaks
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Triggers/ColorGradeFadeTrigger.cs

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -20,8 +20,8 @@ private static void onLevelUpdate(On.Celeste.Level.orig_Update orig, Level self)
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// check if the player is in a color grade fade trigger
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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) {
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DynData<Level> selfData = new DynData<Level>(self);
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// 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)
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// we are closer to B. let B be the target color grade when player exits the trigger / dies in it
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selfData["lastColorGrade"] = trigger.colorGradeA;
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self.Session.ColorGrade = trigger.colorGradeB;
34-
selfData["colorGradeEase"] = MathHelper.Clamp(positionLerp, 0.001f, 0.999f);
34+
selfData["colorGradeEase"] = positionLerp;
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} else {
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// we are closer to A. let A be the target color grade when player exits the trigger / dies in it
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selfData["lastColorGrade"] = trigger.colorGradeB;
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self.Session.ColorGrade = trigger.colorGradeA;
39-
selfData["colorGradeEase"] = MathHelper.Clamp(1 - positionLerp, 0.001f, 0.999f);
39+
selfData["colorGradeEase"] = 1 - positionLerp;
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}
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selfData["colorGradeEaseSpeed"] = 1f;
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}

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