54 {
56 {
58 }
59
63 {
66
69
71 {
73
75 {
77
79 {
82 }
83 }
84
86 {
88
90 {
92 {
93 GetGame().GetAnalyticsClient().OnActionCookedSteak();
94 }
95 }
96 }
97
99 }
100
102 }
103 else
104 {
106 {
109 }
112 }
113 }
FoodStageType
Definition FoodStage.c:2
void SetACData(Param units)
Definition CABase.c:40
void OnCompletePogress(ActionData action_data)
Definition CAContinuousBase.c:8
float m_MinTempToCook
Definition CAContinuousTimeCooking.c:18
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
float m_AdjustedTimeToCook
Definition CAContinuousTimeCooking.c:12
ref Param1< float > m_SpentUnits
Definition CAContinuousTimeCooking.c:9
override void Setup(ActionData action_data)
Definition CAContinuousTimeCooking.c:25
override FoodStage GetFoodStage()
Definition Edible_Base.c:297
override bool IsMeat()
Definition Edible_Base.c:303
Definition constants.c:638
proto native CGame GetGame()
const float FIRE_ATTACHMENT_DAMAGE_PER_SECOND
various damage per second constants
Definition constants.c:770
const int UA_FINISHED
Definition constants.c:443
const int UA_ERROR
Definition constants.c:462
const int UA_PROCESSING
Definition constants.c:441