Remove redundancy and make control flow a bit simpler
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@@ -3,7 +3,7 @@
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const float CarouselDeckView::slide_animation_duration = 0.6f;
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CarouselDeckView::CarouselDeckView() :
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DeckView(10), mScrollOffset(0), mSlide(0), mScrollTarget(2)
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DeckView(10), mScrollOffset(0), mSlide(0)
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{
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}
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@@ -16,20 +16,17 @@ void CarouselDeckView::UpdateViewState(float dt)
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{
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mScrollOffset.update(dt);
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if(mScrollTarget < 2 && mScrollOffset.value <= -1.0f)
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if(mScrollOffset.value <= -1.0f)
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{
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mScrollOffset.translate(1.0f);
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deck()->prev();
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reloadIndexes();
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mScrollTarget += 1;
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}
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if(mScrollTarget > 2 && mScrollOffset.value >= 1.0f)
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else if(mScrollOffset.value >= 1.0f)
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{
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mScrollOffset.translate(-1.0f);
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deck()->next();
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reloadIndexes();
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mScrollTarget -= 1;
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}
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dirtyCardPos = true;
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@@ -76,7 +73,6 @@ void CarouselDeckView::Reset()
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{
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mScrollOffset = 0;
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mSlide = 0;
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mScrollTarget = 2;
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DeckView::Reset();
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}
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@@ -144,7 +140,6 @@ MTGCard * CarouselDeckView::Click(int x, int y)
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void CarouselDeckView::changePosition(int offset)
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{
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mScrollTarget = 2 + offset;
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mScrollOffset.start(offset, 0.3f*abs(offset));
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last_user_activity = 0;
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