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