Release 1.11.4.1 (Winter Update)
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@@ -247,9 +247,13 @@ namespace Barotrauma.Items.Components
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}
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}
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bool fissionRateControlledBySignals = signalControlledTargetFissionRate.HasValue && lastReceivedFissionRateSignalTime > Timing.TotalTime - 1;
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bool turbineOutputRateControlledBySignals = signalControlledTargetTurbineOutput.HasValue && lastReceivedTurbineOutputSignalTime > Timing.TotalTime - 1;
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//rapidly adjust the reactor in the first few seconds of the round to prevent overvoltages if the load changed between rounds
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//(unless the reactor is being operated by a player)
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if (GameMain.GameSession is { RoundDuration: <5 } && lastUser is not { IsPlayer: true })
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if (GameMain.GameSession is { RoundDuration: < 5 } && lastUser is not { IsPlayer: true } && PowerOn && AutoTemp &&
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!fissionRateControlledBySignals && !turbineOutputRateControlledBySignals)
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{
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UpdateAutoTemp(100.0f, (float)(Timing.Step * 10.0f));
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}
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@@ -263,7 +267,7 @@ namespace Barotrauma.Items.Components
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float maxPowerOut = GetMaxOutput();
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if (signalControlledTargetFissionRate.HasValue && lastReceivedFissionRateSignalTime > Timing.TotalTime - 1)
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if (fissionRateControlledBySignals)
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{
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TargetFissionRate = adjustValueWithoutOverShooting(TargetFissionRate, signalControlledTargetFissionRate.Value, deltaTime * 5.0f);
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#if CLIENT
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@@ -274,7 +278,7 @@ namespace Barotrauma.Items.Components
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{
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signalControlledTargetFissionRate = null;
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}
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if (signalControlledTargetTurbineOutput.HasValue && lastReceivedTurbineOutputSignalTime > Timing.TotalTime - 1)
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if (turbineOutputRateControlledBySignals)
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{
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TargetTurbineOutput = adjustValueWithoutOverShooting(TargetTurbineOutput, signalControlledTargetTurbineOutput.Value, deltaTime * 5.0f);
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#if CLIENT
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