Reset slot fertilizer type and quantity in case current type in target slot is not matching
См. определение в файле CAContinuousFertilizeGardenSlot.c строка 65
66 {
67 if (!action_data.m_Player)
68 {
70 }
71
73 {
75 }
76 else
77 {
79 {
81 string itemType = action_data.m_MainItem.GetType();
82 if (
m_Slot.GetFertilityType() !=
"" &&
m_Slot.GetFertilityType() != itemType)
83 {
84 m_Slot.SetFertilityType(itemType);
85 }
86
88
89 GardenBase gardenBase;
90 if (!Class.CastTo(gardenBase, action_data.m_Target.GetObject()))
91 {
93 }
94
96
98 {
100 }
101
103 }
104 else
105 {
109 }
110 }
111 }
void CalcAndSetQuantity()
void OnCompletePogress(ActionData action_data)
void FertilizeSlot(ItemBase item, GardenBase gardenBase, float consumedQuantity)
float m_QuantityUsedPerSecond
Перекрестные ссылки ActionData, CalcAndSetQuantity(), Class::CastTo(), FertilizeSlot(), g_Game, CAContinuousQuantity::m_ItemQuantity, CAContinuousQuantity::m_QuantityUsedPerSecond, m_Slot, CAContinuousQuantity::m_SpentQuantity, CAContinuousBase::OnCompletePogress(), UA_ERROR, UA_FINISHED и UA_PROCESSING.