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
proto native CGame GetGame()
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'.