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Refactor CSkins7::GetColor
function
Use existing color constructor to conditionally unpack the alpha component instead of doing this separately. Make `DARKEST_COLOR_LGT` a `float` constant instead of using an `enum` to simplify the usage.
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@ -476,11 +476,7 @@ void CSkins7::RandomizeSkin(int Dummy)
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ColorRGBA CSkins7::GetColor(int Value, bool UseAlpha) const
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{
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float Dark = DARKEST_COLOR_LGT / 255.0f;
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ColorRGBA Color = color_cast<ColorRGBA>(ColorHSLA(Value).UnclampLighting(Dark));
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float Alpha = UseAlpha ? ((Value >> 24) & 0xff) / 255.0f : 1.0f;
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Color.a = Alpha;
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return Color;
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return color_cast<ColorRGBA>(ColorHSLA(Value, UseAlpha).UnclampLighting(DARKEST_COLOR_LGT));
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}
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ColorRGBA CSkins7::GetTeamColor(int UseCustomColors, int PartColor, int Team, int Part) const
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@ -20,14 +20,14 @@ public:
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SKINFLAG_SPECIAL = 1 << 0,
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SKINFLAG_STANDARD = 1 << 1,
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DARKEST_COLOR_LGT = 61,
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NUM_COLOR_COMPONENTS = 4,
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HAT_NUM = 2,
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HAT_OFFSET_SIDE = 2,
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};
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static constexpr float DARKEST_COLOR_LGT = 61.0f / 255.0f;
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struct CSkinPart
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{
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int m_Flags;
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