repair cost for units is always at least 1 per tick

This commit is contained in:
Chris Forbes
2012-09-23 17:38:23 +12:00
parent cd1a29f1ea
commit 5cb86f8937

View File

@@ -37,7 +37,7 @@ namespace OpenRA.Mods.RA.Activities
var repairsUnits = host.Info.Traits.Get<RepairsUnitsInfo>();
var unitCost = self.Info.Traits.Get<ValuedInfo>().Cost;
var hpToRepair = repairsUnits.HpPerStep;
var cost = (hpToRepair * unitCost * repairsUnits.ValuePercentage) / (health.MaxHP * 100);
var cost = Math.Max(1, (hpToRepair * unitCost * repairsUnits.ValuePercentage) / (health.MaxHP * 100));
if (!self.Owner.PlayerActor.Trait<PlayerResources>().TakeCash(cost))
{