55 if ( !action_data.m_Player )
60 int cooking_state_update = 0;
61 float cooking_time =
m_ItemToCook.GetFoodStage().GetCookingTime();
85 if (cooking_state_update == 1)
void OnActionCookedSteak()
void SetACData(Param units)
void OnCompletePogress(ActionData action_data)
float m_AdjustedTimeToCook
override float GetProgress()
float m_TimeElapsedRepeat
override int Execute(ActionData action_data)
void CAContinuousTimeCooking(float cooking_update_time)
float m_AdjustedCookingUpdateTime
float m_TimeElapsedDamage
float m_CookingUpdateTime
const float TIME_DAMAGE_THRESHOLD
override void Setup(ActionData action_data)
ref Param1< float > m_SpentUnits
AnalyticsManagerClient GetAnalyticsClient()
proto native CGame GetGame()
const float FIRE_ATTACHMENT_DAMAGE_PER_SECOND
various damage per second constants
class Test Setup
Stage definition used in conjunction with Step attribute.