Cast to long to avoid overflow when multiplying by the health (part 2)

This commit is contained in:
Arular101
2018-01-10 18:12:37 +01:00
committed by reaperrr
parent 30acee38c9
commit 24b7f7a23f
6 changed files with 17 additions and 7 deletions

View File

@@ -115,7 +115,9 @@ namespace OpenRA.Mods.Common.Traits
// The cost is the same regardless of the amount of people repairing
var hpToRepair = Math.Min(Info.RepairStep, health.MaxHP - health.HP);
var cost = Math.Max(1, (hpToRepair * Info.RepairPercent * buildingValue) / (health.MaxHP * 100));
// Cast to long to avoid overflow when multiplying by the health
var cost = Math.Max(1, (int)(((long)hpToRepair * Info.RepairPercent * buildingValue) / (health.MaxHP * 100L)));
// TakeCash will return false if the player can't pay, and will stop him from contributing this Tick
var activePlayers = Repairers.Count(player => player.PlayerActor.Trait<PlayerResources>().TakeCash(cost, true));