remove FP from RepairableBuilding
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@@ -16,8 +16,8 @@ namespace OpenRA.Mods.RA.Buildings
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{
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public class RepairableBuildingInfo : ITraitInfo, ITraitPrerequisite<HealthInfo>
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{
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public readonly float RepairPercent = 0.2f;
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public readonly float RepairRate = 0.016f;
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public readonly int RepairPercent = 20;
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public readonly int RepairInterval = 24;
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public readonly int RepairStep = 7;
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public object Create(ActorInitializer init) { return new RepairableBuilding(init.self, this); }
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}
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@@ -53,11 +53,10 @@ namespace OpenRA.Mods.RA.Buildings
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if (remainingTicks == 0)
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{
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var csv = self.Info.Traits.GetOrDefault<CustomSellValueInfo>();
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var buildingValue = csv != null ? csv.Value : self.Info.Traits.Get<ValuedInfo>().Cost;
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var costPerHp = (Info.RepairPercent * buildingValue) / Health.MaxHP;
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var buildingValue = csv != null ? csv.Value : self.Info.Traits.Get<ValuedInfo>().Cost;
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var hpToRepair = Math.Min(Info.RepairStep, Health.MaxHP - Health.HP);
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var cost = (int)Math.Ceiling(costPerHp * hpToRepair);
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var cost = (hpToRepair * Info.RepairPercent * buildingValue) / (Health.MaxHP * 100);
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if (!self.Owner.PlayerActor.Trait<PlayerResources>().TakeCash(cost))
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{
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remainingTicks = 1;
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@@ -71,7 +70,7 @@ namespace OpenRA.Mods.RA.Buildings
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isRepairing = false;
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return;
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}
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remainingTicks = (int)(Info.RepairRate * 60 * 25);
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remainingTicks = Info.RepairInterval;
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}
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else
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--remainingTicks;
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@@ -25,7 +25,7 @@ namespace OpenRA.Mods.RA.Effects
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public RepairIndicator(Actor a)
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{
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this.a = a; anim.PlayRepeating("repair");
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framesLeft = (int)(a.Info.Traits.Get<RepairableBuildingInfo>().RepairRate * 25 * 60 / 2);
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framesLeft = a.Info.Traits.Get<RepairableBuildingInfo>().RepairInterval / 2;
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}
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public void Tick( World world )
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