83 GetGame().GetAnalyticsClient().OnActionCookedSteak();
void SetACData(Param units)
void OnCompletePogress(ActionData action_data)
float m_AdjustedTimeToCook
override float GetProgress()
float m_TimeElapsedRepeat
override int Execute(ActionData action_data)
void CAContinuousTimeCooking(float cooking_update_time)
float m_AdjustedCookingUpdateTime
float m_TimeElapsedDamage
float m_CookingUpdateTime
const float TIME_DAMAGE_THRESHOLD
override void Setup(ActionData action_data)
ref Param1< float > m_SpentUnits
proto native CGame GetGame()
const float FIRE_ATTACHMENT_DAMAGE_PER_SECOND
various damage per second constants