ToolbarButtonWrapper: Added EffectivelyVisible.
ToolbarButtonWrapper: Added EffectivelyVisible.
VesselInfo: Added IntakeAir status indication.

--- a/ToolbarButtonWrapper.cs
+++ b/ToolbarButtonWrapper.cs
@@ -131,6 +131,7 @@
 		protected PropertyInfo ButtonToolTip;
 		protected PropertyInfo ButtonVisible;
 		protected PropertyInfo ButtonVisibility;
+		protected PropertyInfo ButtonEffectivelyVisible;
 		protected PropertyInfo ButtonEnalbed;
 		protected PropertyInfo ButtonImportant;
 		protected EventInfo ButtonOnClick;
@@ -243,6 +244,22 @@
 		}
 
 		/// <summary>
+		/// Whether this button is currently effectively visible or not. This is a combination of
+		/// <see cref="Visible"/> and <see cref="Visibility"/>.
+		/// </summary>
+		/// <remarks>
+		/// Note that the toolbar is not visible in certain game scenes, for example the loading screens. This property
+		/// does not reflect button invisibility in those scenes.
+		/// </remarks>
+		public bool EffectivelyVisible
+		{
+			get
+			{
+				return (bool)this.ButtonEffectivelyVisible.GetValue(this.Button, null);
+			}
+		}
+
+		/// <summary>
 		/// Whether this button is currently enabled (clickable) or not. This will not affect the player's ability to
 		/// position the button on their screen.
 		/// </summary>
@@ -348,6 +365,13 @@
 			));
 
 			this.ButtonVisibility = this.IButton.GetProperty("Visibility");
+
+			Tools.PostDebugMessage(string.Format(
+				"{0}: Got 'Visibility' property.  Getting 'EffectivelyVisible' property.",
+				this.GetType().Name
+			));
+
+			this.ButtonEffectivelyVisible = this.IButton.GetProperty("EffectivelyVisible");
 
 			Tools.PostDebugMessage(string.Format(
 				"{0}: Got 'Visibility' property.  Getting 'Enabled' property.",

--- a/VOID_VesselInfo.cs
+++ b/VOID_VesselInfo.cs
@@ -23,6 +23,7 @@
 using System.Collections.Generic;
 using UnityEngine;
 using Engineer.VesselSimulator;
+using Engineer.Extensions;
 
 namespace VOID
 {
@@ -151,6 +152,51 @@
 			""
 		);
 
+		protected VOID_StrValue intakeAirStatus = new VOID_StrValue(
+			"Intake Air (Curr / Req)",
+			delegate()
+			{
+				double currentAmount;
+				double currentRequirement;
+
+				currentAmount = 0d;
+				currentRequirement = 0d;
+
+				foreach (Part part in VOID_Core.Instance.vessel.Parts)
+				{
+					if (part.HasModule<ModuleEngines>() && part.enabled)
+					{
+						foreach (Propellant propellant in part.GetModule<ModuleEngines>().propellants)
+						{
+							if (propellant.name == "IntakeAir")
+							{
+								// currentAmount += propellant.currentAmount;
+								currentRequirement += propellant.currentRequirement / TimeWarp.fixedDeltaTime;
+								break;
+							}
+						}
+					}
+
+					if (part.HasModule<ModuleResourceIntake>() && part.enabled)
+					{
+						ModuleResourceIntake intakeModule = part.GetModule<ModuleResourceIntake>();
+
+						if (intakeModule.resourceName == "IntakeAir")
+						{
+							currentAmount += intakeModule.airFlow;
+						}
+					}
+				}
+
+				if (currentAmount == 0 && currentRequirement == 0)
+				{
+					return "N/A";
+				}
+
+				return string.Format("{0:F3} / {1:F3}", currentAmount, currentRequirement);
+			}
+		);
+
 		public VOID_VesselInfo() : base()
 		{
 			this._Name = "Vessel Information";
@@ -196,6 +242,8 @@
 			this.currmaxThrustWeight.DoGUIHorizontal ();
 
 			this.surfaceThrustWeight.DoGUIHorizontal ("F2");
+
+			this.intakeAirStatus.DoGUIHorizontal();
 
 			GUILayout.EndVertical();
 			GUI.DragWindow();