Fix health and hydration regen
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@@ -352,7 +352,7 @@ public class GameController(
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.Aggregate(0d, (sum, bonus) => sum + bonus.Value!.Value);
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.Aggregate(0d, (sum, bonus) => sum + bonus.Value!.Value);
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// Player has energy deficit
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// Player has energy deficit
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if (Math.Abs(pmcProfile.Health?.Energy?.Current - pmcProfile.Health?.Energy?.Maximum ?? 1) <= _deviation)
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if (pmcProfile.Health?.Energy?.Current - pmcProfile.Health?.Energy?.Maximum <= _deviation)
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{
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{
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// Set new value, whatever is smallest
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// Set new value, whatever is smallest
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pmcProfile.Health!.Energy!.Current += Math.Round(energyRegenPerHour * (diffSeconds!.Value / 3600));
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pmcProfile.Health!.Energy!.Current += Math.Round(energyRegenPerHour * (diffSeconds!.Value / 3600));
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@@ -363,7 +363,7 @@ public class GameController(
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}
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}
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// Player has hydration deficit
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// Player has hydration deficit
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if (Math.Abs(pmcProfile.Health?.Hydration?.Current - pmcProfile.Health?.Hydration?.Maximum ?? 1) <= _deviation)
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if (pmcProfile.Health?.Hydration?.Current - pmcProfile.Health?.Hydration?.Maximum <= _deviation)
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{
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{
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pmcProfile.Health!.Hydration!.Current += Math.Round(hydrationRegenPerHour * (diffSeconds!.Value / 3600));
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pmcProfile.Health!.Hydration!.Current += Math.Round(hydrationRegenPerHour * (diffSeconds!.Value / 3600));
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if (pmcProfile.Health.Hydration.Current > pmcProfile.Health.Hydration.Maximum)
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if (pmcProfile.Health.Hydration.Current > pmcProfile.Health.Hydration.Maximum)
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