58 int cooking_state_update = 0;
59 float cooking_time =
m_ItemToCook.GetFoodStage().GetCookingTime();
80 if (cooking_state_update == 1)
86 action_data.
m_Player.GetSoftSkillsManager().AddSpecialty(
m_Action.GetSpecialtyWeight());
ref ActionTarget m_Target
void OnActionCookedSteak()
void SetACData(Param units)
protected ActionBase m_Action
void OnCompletePogress(ActionData action_data)
protected float m_LocalTimeElpased
protected float m_AdjustedTimeToCook
protected Edible_Base m_ItemToCook
protected float m_TimeElapsedRepeat
const float TIME_DAMAGE_THRESHOLD
protected float m_TimeElapsed
override int Execute(ActionData action_data)
protected float m_AdjustedCookingUpdateTime
void CAContinuousTimeCooking(float cooking_update_time)
protected Cooking m_CookingProcess
override float GetProgress()
protected ref Param1< float > m_SpentUnits
protected float m_TimeElapsedDamage
protected float m_TimeToCook
protected float m_CookingUpdateTime
override void Setup(ActionData action_data)
AnalyticsManagerClient GetAnalyticsClient()
proto native CGame GetGame()
const float FIRE_ATTACHMENT_DAMAGE_PER_SECOND
various damage per second constants