apply rgb scalars and hue/sat adjustments to the tiles and characters in the scene . the hue and sat are always applied first concode_field_sep float effect_hue concode_elem_sep float effect_sat concode_elem_sep float effect_bScale concode_elem_sep GraphicsBank tileset concode_elem_sep float effect_rScale concode_elem_sep int offsetX concode_elem_sep float effect_gScale concode_elem_sep int offsetY concode_elem_sep Map map concode_elem_sep ArrayList sprites concode_field_sep GraphicsBank getTileset concode_elem_sep void setViewSize concode_elem_sep Scene loadScene concode_elem_sep Scene loadScene concode_elem_sep void setOffset concode_elem_sep void saveScene concode_elem_sep void logic concode_elem_sep void setTileset concode_elem_sep void render concode_elem_sep void render concode_elem_sep void render concode_elem_sep void render concode_elem_sep void render concode_elem_sep Map getMap
void function ( float arg0 , float arg1 , float arg2 , float arg3 , float arg4 , float arg5 ) { System . out . println ( "srini_string" + arg0 + "srini_string" + arg1 + "srini_string" + arg2 + "srini_string" + arg5 ) ; effect_rScale = arg0 ; effect_gScale = arg1 ; effect_bScale = arg2 ; effect_hue = arg3 ; effect_sat = arg4 ; tileset . setEffect ( arg0 , arg1 , arg2 , arg3 , arg4 , arg5 ) ; map . setZoom ( arg5 ) ; }