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fixed repair silos (for ground vehicles) with logic (#1031)
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09172edcd9
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3f07dbe8ea
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@ -65,10 +65,10 @@ object EffectTarget {
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private def CommonRepairConditions(v: Vehicle): Boolean = {
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v.Health > 0 && v.Health < v.MaxHealth &&
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v.History.findLast { entry => entry.isInstanceOf[DamagingActivity] }.exists {
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case entry if System.currentTimeMillis() - entry.time < 5000L => true
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case _ => false
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}
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(v.History.findLast { entry => entry.isInstanceOf[DamagingActivity] } match {
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case Some(entry) if System.currentTimeMillis() - entry.time < 5000L => false
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case _ => true
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})
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}
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def Player(target: PlanetSideGameObject): Boolean =
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@ -140,7 +140,7 @@ object EffectTarget {
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def AncientWeaponRecharge(target: PlanetSideGameObject): Boolean = {
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target match {
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case p: Player =>
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(p.Holsters().map { _.Equipment }.flatten.toIterable ++ p.Inventory.Items.map { _.obj })
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(p.Holsters().flatMap { _.Equipment }.toIterable ++ p.Inventory.Items.map { _.obj })
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.flatMap {
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case weapon: Tool => weapon.AmmoSlots
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case _ => Nil
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