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