23 return m_YItem.GetCatchParticleID();
60 float val =
m_YItem.GetQualityForYieldItem(ctx);
72 float val =
m_YItem.GetChanceForYieldItem(ctx);
106 yItemIdx =
m_YItem.GetRegistrationIdx();
109 m_YItem.OnEntityYieldSpawned(ret);
void CatchingContextBase(Param par)
const int ECE_PLACE_ON_SURFACE
void UpdateCatchQuality(CatchingContextBase ctx)
bool m_OverrideQualityActive
void UpdateCatchChance(CatchingContextBase ctx)
void CatchingResultBasic(EntityAI owner)
void SetCatchChanceOverride(bool ovrd, float val=0.0)
EntityAI SpawnAndSetup(out int yItemIdx, vector v=vector.Zero)
void SetQuality(float val)
void SetQualityOverride(bool ovrd, float val=0.0)
bool m_OverrideChanceActive
void SetCatchChance(float val)
void SetYieldItem(YieldItemBase yItem)
int GetYieldItemParticleId()
proto native CGame GetGame()
static float RandomFloat01()
Returns a random float number between and min [inclusive] and max [inclusive].
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'.