function ApplyAoeMoraleEffect calculation error or just an unused variable?

Users who are viewing this thread

The MathF.Clamp function call's return value is unused: MathF.Clamp(num3 / (radius + 0.5f), 0f, 0.5f);
C#:
        public static float Clamp(float value, float minValue, float maxValue)
        {
            return Math.Max(Math.Min(value, maxValue), minValue);
        } 

        public void ApplyAoeMoraleEffect(WorldPosition affectedAgentPosition, WorldPosition affectorAgentPosition, Team affectedAgentTeam, float moraleChangeFriend, float moraleChangeEnemy, float radius, Predicate<Agent> friendCondition = null, Predicate<Agent> enemyCondition = null)
        {
            IEnumerable<Agent> nearbyAgents = base.Mission.GetNearbyAgents(affectedAgentPosition.AsVec2, radius);
            int num = 10;
            int num2 = 10;
            foreach (Agent agent in nearbyAgents)
            {
                if (agent.Team != null)
                {
                    float num3 = agent.GetWorldPosition().GetNavMeshVec3().Distance(affectedAgentPosition.GetNavMeshVec3());
                    if (num3 < radius && agent.IsAIControlled)
                    {
                        MathF.Clamp(num3 / (radius + 0.5f), 0f, 0.5f);
                        if (agent.Team.IsEnemyOf(affectedAgentTeam))
                        {
                            if (num > 0 && (enemyCondition == null || enemyCondition(agent)))
                            {
                                MBReadOnlyList<Agent> activeAgents = agent.Team.ActiveAgents;
                                float delta = MissionGameModels.Current.BattleMoraleModel.CalculateMoraleChangeToCharacter(agent, moraleChangeEnemy, num3);
                                agent.ChangeMorale(delta);
                                num--;
                            }
                        }
                        else if (num2 > 0 && (friendCondition == null || friendCondition(agent)))
                        {
                            float delta2 = MissionGameModels.Current.BattleMoraleModel.CalculateMoraleChangeToCharacter(agent, moraleChangeFriend, num3);
                            agent.ChangeMorale(delta2);
                            num2--;
                        }
                    }
                }
            }
        }

        private const float DebacleVoiceChance = 0.7f;
    }
 
Back
Top Bottom