// Member Properties
	
	
	// Member Methods
	public void Start()
	{
		m_AtmosphereGenerator = gameObject.GetComponent<CAtmosphereGeneratorBehaviour>();

		// Register for when the calibrator breaks/fixes
		m_LiquidComponent.EventHealthChange += HandleFluidHealthChange;
		
		// Register for when the circuitry breaks/fixes
		m_CircuitryComponent.EventComponentBreak += HandleCircuitryBreaking;
		m_CircuitryComponent.EventComponentFix += HandleCircuitryFixing;
		
		// Get the DUI of the power generator
		m_DUIAtmosphereGeneration = m_DUIConsole.DUI.GetComponent<CDUIAtmosphereGeneratorRoot>();
		m_DUIAtmosphereGeneration.RegisterAtmosphereGenerator(gameObject);

		if(CNetwork.IsServer)
		{
			// Set the generation rate
			m_AtmosphereGenerator.AtmosphereGenerationRate = m_MaxAtmosphereGenerationRate;
		}
	}
    // Member Properties


    // Member Methods
    public void Start()
    {
        m_AtmosphereGenerator = gameObject.GetComponent <CAtmosphereGeneratorBehaviour>();

        // Register for when the calibrator breaks/fixes
        m_LiquidComponent.EventHealthChange += HandleFluidHealthChange;

        // Register for when the circuitry breaks/fixes
        m_CircuitryComponent.EventComponentBreak += HandleCircuitryBreaking;
        m_CircuitryComponent.EventComponentFix   += HandleCircuitryFixing;

        // Get the DUI of the power generator
        m_DUIAtmosphereGeneration = m_DUIConsole.DUI.GetComponent <CDUIAtmosphereGeneratorRoot>();
        m_DUIAtmosphereGeneration.RegisterAtmosphereGenerator(gameObject);

        if (CNetwork.IsServer)
        {
            // Set the generation rate
            m_AtmosphereGenerator.AtmosphereGenerationRate = m_MaxAtmosphereGenerationRate;
        }
    }