Server sets the condition of an item back to 100 when the item is fixed
This commit is contained in:
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user