linter: varios
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@@ -228,14 +228,14 @@ void Fade::updateRandomSquare2Fade() {
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squares_to_activate = total_squares;
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}
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for (int i = 0; i < squares_to_activate; ++i) {
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if (square_age_[i] == -1) square_age_[i] = elapsed_time;
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if (square_age_[i] == -1) {square_age_[i] = elapsed_time;}
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}
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} else {
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squares_to_activate = total_squares;
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float activation_progress = static_cast<float>(elapsed_time) / activation_time;
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int squares_starting_transition = std::min(total_squares, std::max(1, static_cast<int>(activation_progress * total_squares)));
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for (int i = 0; i < squares_starting_transition; ++i) {
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if (square_age_[i] == -1) square_age_[i] = elapsed_time;
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if (square_age_[i] == -1) {square_age_[i] = elapsed_time;}
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}
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}
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@@ -452,8 +452,8 @@ void Fade::activate() {
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// Ahora, inicializamos la modulación de alfa correctamente:
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// - IN: Empieza opaco (255) y se desvanece a transparente.
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// - OUT: Empieza transparente (0) y se desvanece a opaco.
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const Uint8 initial_alpha = (mode_ == Mode::IN) ? 255 : 0;
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SDL_SetTextureAlphaMod(backbuffer_, initial_alpha);
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const Uint8 INITIAL_ALPHA = (mode_ == Mode::IN) ? 255 : 0;
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SDL_SetTextureAlphaMod(backbuffer_, INITIAL_ALPHA);
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break;
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}
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