33 float throughputCoef = action_data.m_MainItem.GetLiquidThroughputCoef();
35 if (action_data.m_Target && action_data.m_Target.GetObject() &&
Class.
CastTo(entity,action_data.m_Target.GetObject()))
37 throughputCoef =
Math.
Min(throughputCoef,entity.GetLiquidThroughputCoef());
42 m_TargetUnits = action_data.m_MainItem.GetQuantityMax() - action_data.m_MainItem.GetQuantity();
48 if ( !action_data.m_Player )
53 if ( action_data.m_MainItem.GetQuantity() >= action_data.m_MainItem.GetQuantityMax() )
83 if ( !action_data.m_Player || !action_data.m_MainItem )
void CalcAndSetQuantity()
void SetACData(Param units)
void OnCompletePogress(ActionData action_data)
override int Cancel(ActionData action_data)
override int Execute(ActionData action_data)
override void Setup(ActionData action_data)
ref Param1< float > m_SpentUnits
override float GetProgress()
void CalcAndSetQuantity(ActionData action_data)
float m_SpentQuantity_total
float m_QuantityFilledPerSecond
void CAContinuousFill(float quantity_filled_per_second, int liquid_type)
float m_AdjustedQuantityFilledPerSecond
Super root of all classes in Enforce script.
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
static proto float Min(float x, float y)
Returns smaller of two given values.