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Input value between 0 and 1, returns value adjusted by easing, no automatic clamping of input(do your...
Definition Easing.c:3
static float EaseInQuad(float t)
Definition Easing.c:19
Definition PlayerConstants.c:2
static const float WATER_LOSS_THRESHOLD_HC_PLUS_LOW
Definition PlayerConstants.c:111
static const float HEALTH_LOSS_HC_MINUS_LOW
Definition PlayerConstants.c:126
static const float ENERGY_LOSS_THRESHOLD_HC_MINUS_HIGH
Definition PlayerConstants.c:115
static const float ENERGY_LOSS_THRESHOLD_HC_MINUS_LOW
Definition PlayerConstants.c:114
static const float HEALTH_LOSS_HC_MINUS_HIGH
Definition PlayerConstants.c:127
static const float WATER_LOSS_THRESHOLD_HC_PLUS_HIGH
Definition PlayerConstants.c:112
static const float WATER_LOSS_HC_PLUS_HIGH
Definition PlayerConstants.c:118
static const float WATER_LOSS_HC_PLUS_LOW
Definition PlayerConstants.c:117
static const float ENERGY_LOSS_HC_MINUS_HIGH
Definition PlayerConstants.c:121
static const float ENERGY_LOSS_HC_MINUS_LOW
Definition PlayerConstants.c:120
static const float HEALTH_LOSS_HC_PLUS_LOW
Definition PlayerConstants.c:123
static const float HEALTH_LOSS_HC_PLUS_HIGH
Definition PlayerConstants.c:124
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
static proto float InverseLerp(float a, float b, float value)
Calculates the linear value that produces the interpolant value within the range [a,...
static proto float Lerp(float a, float b, float time)
Linearly interpolates between 'a' and 'b' given 'time'.