void ProcureLiquid(float amountBase, int liquidType=LIQUID_CLEANWATER)
void StartRainProcurement()
Called on server to queue rain procurement (on next cycle end)
void OnUpdate(float deltaTime, float amount)
void RainProcurementComponentBase(ItemBase procuringItem)
const int UPDATE_ROOFCHECK_COUNT
RainProcurementHandler m_Handler
void StopRainProcurement()
Called on server to queue rain procurement removal (on next cycle end)
float GetBaseLiquidAmount()
override this to get different amount per ProcureLiquid cycle
proto native CGame GetGame()
const float LIQUID_RAIN_AMOUNT_COEF_BASE
how intensive a snowfall should be to enable snowfall penalty on naked body
const int LIQUID_CLEANWATER