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Samuka d53fe69b86 Repairing borgs now takes multiple doafters (#41638)
* borg repair is now multiple doafters

* is a float now

* use else

* remove random new line i added for some reason

* add new line at the end of the file

* add documentation

* made repair system super robust

* borg heal faster from crit

* forgot to make it a datafield

* less overpower

* cant repair futher than the threshold for alive if not alive or dead

* fix math

* more math

* fixes

* some comentary

* more accurate

* simple solution

* new solution

* better numbers

* more accurate

* use helper function

* fine tunning the number

* better way to restart the doafter

* update AutoDoAfter

* not used

* more clear

* remove inline if

* improve helper methods

* updare pop up message

* another unused

* nuke consecutive repair bonus

* increase the repair (so it doesn't take ages to fix a borg)

* back to 10 per repair

* heal evenly

* fix for edge case

* fix

* fix

* it works now

* add / fix comments

* small clean up

* make easier to understand

* use FixedPoint2.Zero

* make it smaller

* add support for group even heal

* ops

* easier to read

* typo

* make the HealEvenly better

* rename to GetDamage

* negative value

* Update Content.Shared/Repairable/RepairableSystem.cs

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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-12-15 12:15:22 +00:00
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