repair cost is always at least 1 per tick
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@@ -74,7 +74,7 @@ namespace OpenRA.Mods.RA.Buildings
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var buildingValue = self.GetSellValue();
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var buildingValue = self.GetSellValue();
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var hpToRepair = Math.Min(Info.RepairStep, Health.MaxHP - Health.HP);
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var hpToRepair = Math.Min(Info.RepairStep, Health.MaxHP - Health.HP);
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var cost = (hpToRepair * Info.RepairPercent * buildingValue) / (Health.MaxHP * 100);
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var cost = Math.Max(1, (hpToRepair * Info.RepairPercent * buildingValue) / (Health.MaxHP * 100));
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if (!Repairer.PlayerActor.Trait<PlayerResources>().TakeCash(cost))
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if (!Repairer.PlayerActor.Trait<PlayerResources>().TakeCash(cost))
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{
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{
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remainingTicks = 1;
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remainingTicks = 1;
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