Fix runtime with really fast kinetic crushers #4458
Merged
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About The Pull Request
So apparently it's possible for charge time to be negative, presumably due to trophies. This causes a runtime due to passing a negative wait to addtimer.
This just makes it so it will stay charged if charge_time <= 0
Why It's Good For The Game
runtimes bad
Changelog
🆑
fix: Proto-kinetic crushers with zero or negative recharge times will just not de-charge at all.
/:cl: