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ActionFishingNew.c File Reference

Data Structures

class  FishingActionReceiveData
 
class  ActionFishingNewCB
 
class  ActionFishingNew
 

Functions

void RollNextResultChance ()
 
protected void RandomizeSignalValues ()
 
void AnimateRod (float phase, bool instant=false)
 
void InitBait (ItemBase item)
 
bool IsBaitEmptyHook ()
 

Variables

FishingActionReceiveData m_IsSurfaceSea
 
int m_FishingResult = -1
 
bool m_IsSignalActive = false
 
int m_SplashUniqueID = -1
 
ref CatchingContextFishingRodAction m_ContextData
 
const float FISHING_SUCCESS = 0.2
 
const float FISHING_BAIT_LOSS = 0.02
 
const float FISHING_HOOK_LOSS = 0.015
 
const float FISHING_DAMAGE = 1.5
 
const float FISHING_GARBAGE_CHANCE = 0.2
 
bool m_IsBaitAnEmptyHook
 
float m_RodQualityModifier = 0
 
ItemBase m_Bait
 

Function Documentation

◆ AnimateRod()

void AnimateRod ( float  phase,
bool  instant = false 
)

◆ InitBait()

void InitBait ( ItemBase  item)

References m_Bait, and m_IsBaitAnEmptyHook.

◆ IsBaitEmptyHook()

bool IsBaitEmptyHook ( )

References m_IsBaitAnEmptyHook.

◆ RandomizeSignalValues()

◆ RollNextResultChance()

Variable Documentation

◆ FISHING_BAIT_LOSS

const float FISHING_BAIT_LOSS = 0.02

◆ FISHING_DAMAGE

const float FISHING_DAMAGE = 1.5

◆ FISHING_GARBAGE_CHANCE

const float FISHING_GARBAGE_CHANCE = 0.2

◆ FISHING_HOOK_LOSS

const float FISHING_HOOK_LOSS = 0.015

◆ FISHING_SUCCESS

const float FISHING_SUCCESS = 0.2

◆ m_Bait

ItemBase m_Bait

◆ m_ContextData

◆ m_FishingResult

int m_FishingResult = -1

◆ m_IsBaitAnEmptyHook

bool m_IsBaitAnEmptyHook

Referenced by InitBait(), and IsBaitEmptyHook().

◆ m_IsSignalActive

bool m_IsSignalActive = false

Referenced by RollNextResultChance().

◆ m_IsSurfaceSea

FishingActionReceiveData m_IsSurfaceSea

◆ m_RodQualityModifier

float m_RodQualityModifier = 0

◆ m_SplashUniqueID

int m_SplashUniqueID = -1