51 super.OnFinishProgressServer(action_data);
69 super.OnEndServer(action_data);
79 foreach (
int slotId,
float wetnessValue : wetnessBySlot)
81 float add = wetnessValue * scale;
83 ItemBase clothing =
ItemBase.Cast(player.GetInventory().FindAttachment(slotId));
87 clothing.SetWet(
Math.
Clamp(clothing.GetWet() + add, 0.0, 1.0));
void ActionContinuousBase()
ref CABase m_ActionComponent
float GetEyeIrritationReduction()
void ApplyWetnessToClothes(PlayerBase player, bool fromContainer, float scale)
override void OnEndServer(ActionData action_data)
override void OnFinishProgressServer(ActionData action_data)
static ref map< int, float > s_WetnessSurface
static ref map< int, float > s_WetnessContainer
map< int, float > GetWetnessMap(bool fromContainer)
provides access to slot configuration
static const float THERMAL_BIAS_WASH_HEAD_TEMPORARY_RESISTANCE_TIME
static const float THERMAL_BIAS_WASH_HEAD_DECREMENT
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.