From 9849e76f7649804c25c7b1cd3a22fe7569e788ce Mon Sep 17 00:00:00 2001 From: Joonas Rikkonen Date: Thu, 28 Mar 2019 12:35:15 +0200 Subject: [PATCH] (5d39bdb07) Disabled reactors cooling down when underwater. If we want to include this, we need to explain to the player that they may need extra fuel to keep the reactor running when the reactor room is flooded. --- .../Source/Items/Components/Machines/Reactor.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Reactor.cs b/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Reactor.cs index 0f790a004..8e5c9ddb7 100644 --- a/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Reactor.cs +++ b/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Reactor.cs @@ -212,7 +212,7 @@ namespace Barotrauma.Items.Components float heatAmount = fissionRate * (AvailableFuel / 100.0f) * 2.0f; float temperatureDiff = (heatAmount - turbineOutput) - Temperature; Temperature += MathHelper.Clamp(Math.Sign(temperatureDiff) * 10.0f * deltaTime, -Math.Abs(temperatureDiff), Math.Abs(temperatureDiff)); - if (item.InWater && AvailableFuel < 100.0f) Temperature -= 12.0f * deltaTime; + //if (item.InWater && AvailableFuel < 100.0f) Temperature -= 12.0f * deltaTime; FissionRate = MathHelper.Lerp(fissionRate, Math.Min(targetFissionRate, AvailableFuel), deltaTime); TurbineOutput = MathHelper.Lerp(turbineOutput, targetTurbineOutput, deltaTime);