41 if (target_item.GetQuantity() > (action_data.m_MainItem.GetQuantityMax() - action_data.m_MainItem.GetQuantity()))
43 m_ItemMaxQuantity = action_data.m_MainItem.GetQuantityMax() - action_data.m_MainItem.GetQuantity();
54 if (action_data.m_MainItem.GetQuantity() > (target_item.GetQuantityMax() - target_item.GetQuantity()))
72 if (!action_data.m_Player ||
m_TendencyDrain == -1 || !action_data.m_Target)
108 if (!action_data.m_Player ||
m_TendencyDrain == -1 || !action_data.m_Target || !action_data.m_Target.GetObject())
void CalcAndSetQuantity()
void SetACData(Param units)
void OnCompletePogress(ActionData action_data)
void CalcAndSetQuantity(ActionData action_data)
override int Cancel(ActionData action_data)
float m_QuantityUsedPerSecond
override void Setup(ActionData action_data)
override float GetProgress()
float m_SpentQuantity_total
ref Param1< float > m_SpentUnits
override int Execute(ActionData action_data)
void CAContinuousQuantityLiquidTransfer(float quantity_used_per_second, float time_to_progress, int drain=-1)
float m_AdjustedQuantityUsedPerSecond
override float GetLiquidThroughputCoef()
proto native CGame GetGame()
static proto float Min(float x, float y)
Returns smaller of two given values.