From cd1a29f1ea2e809f6f9004120ec50180f8bb6747 Mon Sep 17 00:00:00 2001 From: Chris Forbes Date: Sun, 23 Sep 2012 17:37:35 +1200 Subject: [PATCH] repair cost is always at least 1 per tick --- OpenRA.Mods.RA/Buildings/RepairableBuilding.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/OpenRA.Mods.RA/Buildings/RepairableBuilding.cs b/OpenRA.Mods.RA/Buildings/RepairableBuilding.cs index 1a905ac45f..1ddfc42628 100755 --- a/OpenRA.Mods.RA/Buildings/RepairableBuilding.cs +++ b/OpenRA.Mods.RA/Buildings/RepairableBuilding.cs @@ -74,7 +74,7 @@ namespace OpenRA.Mods.RA.Buildings var buildingValue = self.GetSellValue(); var hpToRepair = Math.Min(Info.RepairStep, Health.MaxHP - Health.HP); - var cost = (hpToRepair * Info.RepairPercent * buildingValue) / (Health.MaxHP * 100); + var cost = Math.Max(1, (hpToRepair * Info.RepairPercent * buildingValue) / (Health.MaxHP * 100)); if (!Repairer.PlayerActor.Trait().TakeCash(cost)) { remainingTicks = 1;