58 {
59
60
61
62 float wetness = action_data.m_MainItem.GetWet();
63 float wet_change;
64
65 if (wetness >= GameConstants.STATE_DRENCHED)
66 {
67 wet_change = Math.RandomFloat(GameConstants.STATE_SOAKING_WET,GameConstants.STATE_DRENCHED);
68 }
69 else if (wetness >= GameConstants.STATE_SOAKING_WET)
70 {
71 wet_change = Math.RandomFloat(GameConstants.STATE_WET,GameConstants.STATE_SOAKING_WET);
72 }
73 else if (wetness >= GameConstants.STATE_WET)
74 {
75 wet_change = Math.RandomFloat(GameConstants.STATE_DAMP,GameConstants.STATE_WET);
76 }
77
78
79 action_data.m_MainItem.SetWet(wet_change);
80 }