52 {
54 {
56 }
57
61 {
64
66 {
68
70 {
72
74 {
77 }
78 }
79
81 {
83
85 {
87 }
88 else
89 {
91 {
92 GetGame().GetAnalyticsClient().OnActionCookedSteak();
93 }
94 }
95 }
96
98 }
99
101 }
102 else
103 {
105 {
108 }
111 }
112 }
FoodStageType
Definition FoodStage.c:2
void SetACData(Param units)
Definition CABase.c:40
ActionBase m_Action
Definition CABase.c:3
void OnCompletePogress(ActionData action_data)
Definition CAContinuousBase.c:8
float m_TimeToCook
Definition CAContinuousTimeCooking.c:11
const float TIME_DAMAGE_THRESHOLD
Definition CAContinuousTimeCooking.c:3
float m_TimeElapsedRepeat
Definition CAContinuousTimeCooking.c:7
Edible_Base m_ItemToCook
Definition CAContinuousTimeCooking.c:14
float m_AdjustedCookingUpdateTime
Definition CAContinuousTimeCooking.c:16
float m_TimeElapsed
Definition CAContinuousTimeCooking.c:6
float m_TimeElapsedDamage
Definition CAContinuousTimeCooking.c:8
Cooking m_CookingProcess
Definition CAContinuousTimeCooking.c:13
ref Param1< float > m_SpentUnits
Definition CAContinuousTimeCooking.c:9
override void Setup(ActionData action_data)
Definition CAContinuousTimeCooking.c:23
FoodStage GetFoodStage()
Definition Edible_Base.c:234
override bool IsMeat()
Definition Edible_Base.c:240
Definition constants.c:615
proto native CGame GetGame()
const float FIRE_ATTACHMENT_DAMAGE_PER_SECOND
various damage per second constants
Definition constants.c:730
const int UA_FINISHED
Definition constants.c:436
const int UA_ERROR
Definition constants.c:455
const int UA_PROCESSING
Definition constants.c:434