diff --git a/Robust.Client/UserInterface/UserInterfaceManager.cs b/Robust.Client/UserInterface/UserInterfaceManager.cs index f4530bcec6..d3a72fbe91 100644 --- a/Robust.Client/UserInterface/UserInterfaceManager.cs +++ b/Robust.Client/UserInterface/UserInterfaceManager.cs @@ -971,9 +971,8 @@ namespace Robust.Client.UserInterface float scaleRatioY; //Calculate the scale ratios and clamp it between the maximums and minimums - scaleRatioX = Math.Clamp(((float)windowSize.X-minScaleRes.X)/(maxScaleRes.X-minScaleRes.X)*osScale, autoScaleMin, osScale) - - scaleRatioY = Math.Clamp(((float)windowSize.Y-minScaleRes.Y)/(maxScaleRes.Y-minScaleRes.Y)*osScale, autoScaleMin, osScale) + scaleRatioX = Math.Clamp(((float) windowSize.X - minScaleRes.X) / (maxScaleRes.X - minScaleRes.X) * osScale, autoScaleMin, osScale); + scaleRatioY = Math.Clamp(((float) windowSize.Y - minScaleRes.Y) / (maxScaleRes.Y - minScaleRes.Y) * osScale, autoScaleMin, osScale); scaleRatioY = (scaleRatioY > autoScaleMin) ? scaleRatioY : autoScaleMin; //Take the smallest UIScale value and use it for UI scaling return Math.Min(scaleRatioX, scaleRatioY);