3 protected const float QUANTITY_WRINGLED_PER_SECOND = 0.02;
5 override void CreateActionComponent()
24 override void CreateConditionComponents()
30 override bool HasTarget()
37 if (player.IsInWater())
return false;
57 override void OnFinishProgressServer(
ActionData action_data )
62 float wetness = action_data.m_MainItem.GetWet();
79 action_data.m_MainItem.SetWet(wet_change);