Server sets the condition of an item back to 100 when the item is fixed

This commit is contained in:
Regalis
2017-03-20 21:16:21 +02:00
parent fe4a8b419d
commit ec31e86350

View File

@@ -1849,11 +1849,16 @@ namespace Barotrauma
int requirementIndex = FixRequirements.Count == 1 ?
0 : msg.ReadRangedInteger(0, FixRequirements.Count - 1);
if (c.Character == null || !c.Character.CanAccessItem(this)) return;
if (!FixRequirements[requirementIndex].CanBeFixed(c.Character)) return;
FixRequirements[requirementIndex].Fixed = true;
if (condition <= 0.0f && FixRequirements.All(f => f.Fixed))
{
Condition = 100.0f;
}
GameMain.Server.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });
break;