16 override void Setup( ActionData action_data )
29 if (
Class.CastTo(trg, action_data.m_Target.GetObject()) )
37 override int Execute( ActionData action_data )
39 if ( !action_data.m_Player )
44 Class.CastTo(trg, action_data.m_Target.GetObject());
45 if ( action_data.m_MainItem.GetQuantity() >= action_data.m_MainItem.GetQuantityMax() || trg.GetQuantity() == 0 )
61 OnCompletePogress(action_data);
67 override override int Cancel( ActionData action_data )
69 if ( !action_data.m_Player )
96 if (
Class.CastTo(trg, action_data.m_Target.GetObject()) )
void SendMessageToClient(Object reciever, string message)
void SetACData(Param units)
override override int Cancel(ActionData action_data)
float m_QuantityFilledPerSecond
override int Execute(ActionData action_data)
override float GetProgress()
void CAContinuousTransferQuantity(float quantity_filled_per_second)
ref Param1< float > m_SpentUnits
void CalcAndSetQuantity(ActionData action_data)
override void Setup(ActionData action_data)
Super root of all classes in Enforce script.
void CalcAndSetQuantity()
proto native CGame GetGame()