DIFF

CAContinuousQuantityEdible.c

class CAContinuousQuantityEdible : CAContinuousQuantityRepeat
{
	protected float 	m_InitItemQuantity;
	protected float 	m_SpentQuantityTotal;
	protected float 	m_QuantityUsedPerSecondStart;
	
	void CAContinuousQuantityEdible(float quantity_used_per_second, float time_to_repeat)
	{
		m_QuantityUsedPerSecondStart = quantity_used_per_second;

		m_DefaultTimeToRepeat 	= time_to_repeat;
		m_InitItemQuantity 		= -1;
		m_SpentQuantityTotal 	= 0;
	}
	
	override void Setup(ActionData action_data)
	{
		super.Setup(action_data);
		
		if (m_InitItemQuantity < 0)
			m_InitItemQuantity = action_data.m_MainItem.GetQuantity();
		
		m_QuantityUsedPerSecond = m_QuantityUsedPerSecondStart;
		//qty adjustments based on item properties:
		if (action_data.m_MainItem.GetTemperature() > PlayerConstants.CONSUMPTION_DAMAGE_TEMP_THRESHOLD)
			m_QuantityUsedPerSecond = m_QuantityUsedPerSecondStart / UAMisc.CONSUMPTION_SLOWDOWN_COEF_HOT;
	}
	
	override void CalcAndSetQuantity(ActionData action_data)
	{
		if (m_SpentUnits)
		{
			m_SpentUnits.param1 = m_SpentQuantity;
			SetACData(m_SpentUnits);
			
			m_SpentQuantityTotal += m_SpentQuantity;
		}
		
		PlayerConsumeData consumeData = new PlayerConsumeData();
		consumeData.m_Type = EConsumeType.ITEM_CONTINUOUS;
		consumeData.m_Amount = m_SpentQuantity;
		consumeData.m_Source = action_data.m_MainItem;

		consumeData.m_Agents = 0;
		Edible_Base edibleItem;
		if (Edible_Base.CastTo(edibleItem, action_data.m_MainItem))
		{
			if (edibleItem.GetConsumptionPenaltyContext() & (EConsumptionPenaltyContext.DRINK|EConsumptionPenaltyContext.EAT) != EConsumptionPenaltyContext.NONE)
				consumeData.m_Agents = action_data.m_Player.GetBloodyHandsPenaltyAgents();
		}
		
		if (g_Game.IsServer())
		{
			PlayerBase ntarget = PlayerBase.Cast(action_data.m_Target.GetObject());
			if (ntarget)
				ntarget.Consume(consumeData);
			else
				action_data.m_Player.Consume(consumeData);
		}
	}
	
	override float GetProgress()
	{
		if (m_SpentQuantity > 0)
			return Math.Clamp((1 - (m_InitItemQuantity - m_SpentQuantity - m_SpentQuantityTotal ) / m_InitItemQuantity), 0, 1);
		else
			return Math.Clamp((1 - (m_InitItemQuantity - m_SpentQuantityTotal ) / m_InitItemQuantity), 0, 1);
	}
}