fix warnings
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@@ -13,8 +13,8 @@
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//
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// Important!!!! Do not use these macros during gameplay. They return very slowly. Cache them in a member.
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//
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static CachedThemeMetricI METER_WIDTH ("LifeMeterBar","MeterWidth");
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static CachedThemeMetricI METER_HEIGHT ("LifeMeterBar","MeterHeight");
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static CachedThemeMetricF METER_WIDTH ("LifeMeterBar","MeterWidth");
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static CachedThemeMetricF METER_HEIGHT ("LifeMeterBar","MeterHeight");
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static CachedThemeMetricF DANGER_THRESHOLD ("LifeMeterBar","DangerThreshold");
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static CachedThemeMetricI NUM_CHAMBERS ("LifeMeterBar","NumChambers");
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static CachedThemeMetricI NUM_STRIPS ("LifeMeterBar","NumStrips");
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@@ -142,10 +142,10 @@ public:
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// set size of streams
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rect.left = int(-METER_WIDTH/2 + METER_WIDTH*max(0,fCorrectedLeftEdgePercent));
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rect.top = int(-METER_HEIGHT/2);
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rect.right = int(-METER_WIDTH/2 + METER_WIDTH*min(1,fCorrectedRightEdgePercent));
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rect.bottom = int(+METER_HEIGHT/2);
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rect.left = -METER_WIDTH/2 + METER_WIDTH*max(0,fCorrectedLeftEdgePercent);
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rect.top = -METER_HEIGHT/2;
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rect.right = -METER_WIDTH/2 + METER_WIDTH*min(1,fCorrectedRightEdgePercent);
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rect.bottom = +METER_HEIGHT/2;
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ASSERT( rect.left <= METER_WIDTH/2 && rect.right <= METER_WIDTH/2 );
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@@ -188,10 +188,10 @@ public:
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float fChamberRightPercent = GetChamberRightPercent( iChamber );
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// draw mask for vertical chambers
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rect.left = int(-METER_WIDTH/2 + fChamberLeftPercent*METER_WIDTH-1);
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rect.top = int(-METER_HEIGHT/2);
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rect.right = int(-METER_WIDTH/2 + fChamberRightPercent*METER_WIDTH+1);
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rect.bottom = int(-METER_HEIGHT/2 + fHeightPercent*METER_HEIGHT);
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rect.left = -METER_WIDTH/2 + fChamberLeftPercent*METER_WIDTH-1;
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rect.top = -METER_HEIGHT/2;
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rect.right = -METER_WIDTH/2 + fChamberRightPercent*METER_WIDTH+1;
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rect.bottom = -METER_HEIGHT/2 + fHeightPercent*METER_HEIGHT;
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rect.left = MIN( rect.left, + METER_WIDTH/2 );
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rect.right = MIN( rect.right, + METER_WIDTH/2 );
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@@ -200,7 +200,7 @@ public:
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m_quadMask.Draw();
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// draw mask for horizontal chambers
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rect.left = (int)(-METER_WIDTH/2 + fRightPercent*METER_WIDTH);
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rect.left = -METER_WIDTH/2 + fRightPercent*METER_WIDTH;
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rect.top = -METER_HEIGHT/2;
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rect.right = +METER_WIDTH/2;
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rect.bottom = +METER_HEIGHT/2;
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