(4c452f172) Force reactor IsActive=true when an AI character or a remote player operates it. Previously this was only done in UpdateHUD, so inactive reactors would not become enabled.

This commit is contained in:
Joonas Rikkonen
2019-04-18 12:04:56 +03:00
parent ade4ef48b6
commit 1a3184dbad
3 changed files with 6 additions and 0 deletions

View File

@@ -554,6 +554,8 @@ namespace Barotrauma.Items.Components
fissionRateScrollBar.BarScroll = targetFissionRate / 100.0f;
turbineOutputScrollBar.BarScroll = targetTurbineOutput / 100.0f;
onOffSwitch.BarScroll = shutDown ? Math.Max(onOffSwitch.BarScroll, 0.55f) : Math.Min(onOffSwitch.BarScroll, 0.45f);
IsActive = true;
}
}
}

View File

@@ -20,6 +20,8 @@ namespace Barotrauma.Items.Components
if (!item.CanClientAccess(c)) return;
IsActive = true;
if (!autoTemp && AutoTemp) blameOnBroken = c;
if (turbineOutput < targetTurbineOutput) blameOnBroken = c;
if (fissionRate > targetFissionRate) blameOnBroken = c;

View File

@@ -473,6 +473,8 @@ namespace Barotrauma.Items.Components
{
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return false; }
IsActive = true;
float degreeOfSuccess = DegreeOfSuccess(character);
//characters with insufficient skill levels don't refuel the reactor