18 super.Setup(action_data);
42 consumeData.
m_Source = action_data.m_MainItem;
46 if (
Edible_Base.CastTo(edibleItem, action_data.m_MainItem))
49 consumeData.
m_Agents = action_data.m_Player.GetBloodyHandsPenaltyAgents();
56 ntarget.Consume(consumeData);
58 action_data.m_Player.Consume(consumeData);
EConsumptionPenaltyContext
void SetACData(Param units)
void CAContinuousQuantityEdible(float quantity_used_per_second, float time_to_repeat)
float m_SpentQuantityTotal
override void Setup(ActionData action_data)
override void CalcAndSetQuantity(ActionData action_data)
override float GetProgress()
float m_QuantityUsedPerSecondStart
ref Param1< float > m_SpentUnits
float m_DefaultTimeToRepeat
float m_QuantityUsedPerSecond
void CAContinuousQuantityRepeat(float quantity_used_per_second, float time_to_repeat)
int GetConsumptionPenaltyContext()
static const float CONSUMPTION_DAMAGE_TEMP_THRESHOLD
const float CONSUMPTION_SLOWDOWN_COEF_HOT
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'.