#define LIQUID_CLEANWATER
void ProcureLiquid(float amountBase, int liquidType=LIQUID_CLEANWATER)
void StartRainProcurement()
Called on server to queue rain procurement (on next cycle end)
void OnUpdate(float deltaTime, float amount)
void RainProcurementComponentBase(ItemBase procuringItem)
const int UPDATE_ROOFCHECK_COUNT
RainProcurementHandler m_Handler
void StopRainProcurement()
Called on server to queue rain procurement removal (on next cycle end)
float GetBaseLiquidAmount()
override this to get different amount per ProcureLiquid cycle
void QueueStart(RainProcurementComponentBase component)
void QueueStop(RainProcurementComponentBase component)
proto native CGame GetGame()