protected void UseForEntity(MyEntity entity) { if (entity.IsDamaged() && entity.HealthRatio < MyGameplayConstants.NANO_REPAIR_TOOL_REPAIR_TO_HEALTH_MAX) { float repairHealth = Math.Min( entity.MaxHealth * MyGameplayConstants.NANO_REPAIR_TOOL_REPAIR_HEALTH_RATIO_PER_SEC * MyConstants.PHYSICS_STEP_SIZE_IN_SECONDS, entity.MaxHealth * MyGameplayConstants.NANO_REPAIR_TOOL_REPAIR_TO_HEALTH_MAX - entity.Health); entity.AddHealth(repairHealth); } }