private void RollForRainFire() { if (Rand.Chance(0.2f * (float)map.listerBuildings.allBuildingsColonistElecFire.Count * map.weatherManager.RainRate)) { Building building = map.listerBuildings.allBuildingsColonistElecFire.RandomElement(); if (!map.roofGrid.Roofed(building.Position)) { ShortCircuitUtility.TryShortCircuitInRain(building); } } }
private void RollForRainFire() { float chance = (float)(0.20000000298023224 * (float)this.map.listerBuildings.allBuildingsColonistElecFire.Count * this.map.weatherManager.RainRate); if (Rand.Chance(chance)) { Building building = this.map.listerBuildings.allBuildingsColonistElecFire.RandomElement(); if (!this.map.roofGrid.Roofed(building.Position)) { ShortCircuitUtility.TryShortCircuitInRain(building); } } }
private void RollForRainFire() { float chance = 0.2f * (float)this.map.listerBuildings.allBuildingsColonistElecFire.Count * this.map.weatherManager.RainRate; if (!Rand.Chance(chance)) { return; } Building building = this.map.listerBuildings.allBuildingsColonistElecFire.RandomElement <Building>(); if (!this.map.roofGrid.Roofed(building.Position)) { ShortCircuitUtility.TryShortCircuitInRain(building); } }