f8b0295...0671290
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@@ -392,12 +392,12 @@ namespace Barotrauma.Items.Components
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Vector2 pos = new Vector2(rect.Center.X, rect.Y + meterSprite.Origin.Y * scale);
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Vector2 optimalRangeNormalized = new Vector2(
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(optimalRange.X - range.X) / (range.Y - range.X),
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(optimalRange.Y - range.X) / (range.Y - range.X));
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MathHelper.Clamp((optimalRange.X - range.X) / (range.Y - range.X), 0.0f, 0.95f),
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MathHelper.Clamp((optimalRange.Y - range.X) / (range.Y - range.X), 0.0f, 1.0f));
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Vector2 allowedRangeNormalized = new Vector2(
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(allowedRange.X - range.X) / (range.Y - range.X),
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(allowedRange.Y - range.X) / (range.Y - range.X));
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MathHelper.Clamp((allowedRange.X - range.X) / (range.Y - range.X), 0.0f, 0.95f),
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MathHelper.Clamp((allowedRange.Y - range.X) / (range.Y - range.X), 0.0f, 1.0f));
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Vector2 sectorRad = new Vector2(-1.57f, 1.57f);
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@@ -417,10 +417,10 @@ namespace Barotrauma.Items.Components
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{
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spriteBatch.End();
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Rectangle prevScissorRect = spriteBatch.GraphicsDevice.ScissorRectangle;
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spriteBatch.GraphicsDevice.ScissorRectangle = new Rectangle(0,0,GameMain.GraphicsWidth, (int)(pos.Y + (meterSprite.size.Y - meterSprite.Origin.Y) * scale));
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spriteBatch.GraphicsDevice.ScissorRectangle = new Rectangle(0, 0, GameMain.GraphicsWidth, (int)(pos.Y + (meterSprite.size.Y - meterSprite.Origin.Y) * scale) - 3);
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spriteBatch.Begin(SpriteSortMode.Deferred, rasterizerState: GameMain.ScissorTestEnable);
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sectorSprite.Draw(spriteBatch, pos, Color.LightGreen, MathHelper.PiOver2, scale);
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sectorSprite.Draw(spriteBatch, pos, Color.LightGreen, MathHelper.PiOver2 + (allowedSectorRad.X + allowedSectorRad.Y) / 2.0f, scale);
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sectorSprite.Draw(spriteBatch, pos, Color.Orange, optimalSectorRad.X, scale);
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sectorSprite.Draw(spriteBatch, pos, Color.Red, allowedSectorRad.X, scale);
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