26 m_TargetUnits = pg.GetCompEM().GetEnergyMax() - pg.GetCompEM().GetEnergy();
32 if ( !action_data.m_Player )
37 PowerGeneratorBase pg = PowerGeneratorBase.Cast(action_data.m_Target.GetObject());
39 if ( pg.GetFuel() >= pg.GetMaxFuel() )
80 PowerGeneratorBase pg = PowerGeneratorBase.Cast(action_data.m_Target.GetObject());
82 action_data.m_MainItem.AddQuantity( -consumed_fuel );
void CalcAndSetQuantity()
void SetACData(Param units)
void OnCompletePogress(ActionData action_data)
ref Param1< float > m_SpentUnits
float m_SpentQuantity_total
float m_QuantityFilledPerSecond
void CAContinuousFill(float quantity_filled_per_second, int liquid_type)
float m_AdjustedQuantityFilledPerSecond
override void CalcAndSetQuantity(ActionData action_data)
override void Setup(ActionData action_data)
override int Execute(ActionData action_data)
void CAContinuousFillPowerGenerator(float quantity_filled_per_second, int liquid_type)
proto native CGame GetGame()
static proto float Min(float x, float y)
Returns smaller of two given values.