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;
}