static void FillContainerEnviro(ItemBase container, int liquid_type, float amount, bool inject_agents=false)
protected ItemBase m_ProcuringItem
protected bool m_IsActive
void RainProcurementComponentBase(ItemBase procuringItem)
protected int m_UpdateCounter
void OnUpdate(float deltaTime, float amount)
void StopRainProcurement()
Called on server to queue rain procurement removal (on next cycle end)
void StartRainProcurement()
Called on server to queue rain procurement (on next cycle end)
protected void UpdateIsUnderRoof()
protected const int UPDATE_ROOFCHECK_COUNT
float GetBaseLiquidAmount()
override this to get different amount per ProcureLiquid cycle
protected bool m_IsUnderRoof
protected void ProcureLiquid(float amountBase, int liquidType=LIQUID_WATER)
protected RainProcurementHandler m_Handler
void QueueStart(RainProcurementComponentBase component)
void QueueStop(RainProcurementComponentBase component)
proto native CGame GetGame()
const float LIQUID_RAIN_AMOUNT_COEF_BASE