20 override void Setup( ActionData action_data )
33 float throughputCoef = action_data.m_MainItem.GetLiquidThroughputCoef();
35 if (action_data.m_Target && action_data.m_Target.GetObject() &&
Class.CastTo(entity,action_data.m_Target.GetObject()))
37 throughputCoef =
Math.Min(throughputCoef,entity.GetLiquidThroughputCoef());
42 m_TargetUnits = action_data.m_MainItem.GetQuantityMax() - action_data.m_MainItem.GetQuantity();
46 override int Execute( ActionData action_data )
48 if ( !action_data.m_Player )
53 if ( action_data.m_MainItem.GetQuantity() >= action_data.m_MainItem.GetQuantityMax() )
75 OnCompletePogress(action_data);
81 override int Cancel( ActionData action_data )
83 if ( !action_data.m_Player || !action_data.m_MainItem )
void SetACData(Param units)
override int Cancel(ActionData action_data)
override int Execute(ActionData action_data)
override void Setup(ActionData action_data)
ref Param1< float > m_SpentUnits
override float GetProgress()
void CalcAndSetQuantity(ActionData action_data)
float m_SpentQuantity_total
float m_QuantityFilledPerSecond
void CAContinuousFill(float quantity_filled_per_second, int liquid_type)
float m_AdjustedQuantityFilledPerSecond
Super root of all classes in Enforce script.
void CalcAndSetQuantity()
proto native CGame GetGame()