class PrepareWalleyePollock extends PrepareFish
{	
	override void Init()
	{
		super.Init();

		//----------------------------------------------------------------------------------------------------------------------
		//ingredient 1
		InsertIngredient(0,"WalleyePollock");	// you can insert multiple ingredients this way
		m_IngredientAddHealth[0] = 0;			// 0 = do nothing
		m_IngredientSetHealth[0] = -1;			// -1 = do nothing
		m_IngredientAddQuantity[0] = 0;			// 0 = do nothing
		m_IngredientDestroy[0] = true;			// true = destroy, false = do nothing

		//----------------------------------------------------------------------------------------------------------------------
		//result1
		AddResult("WalleyePollockFilletMeat");	// add results here
		m_ResultSetFullQuantity[0] = false;		// true = set full quantity, false = do nothing
		m_ResultSetQuantity[0] = -1;			// -1 = do nothing
		m_ResultSetHealth[0] = -1;				// -1 = do nothing
		m_ResultInheritsHealth[0] = 0;			// (value) == -1 means do nothing; a (value) >= 0 means this result will inherit health from ingredient number (value);(value) == -2 means this result will inherit health from all ingredients averaged(result_health = combined_health_of_ingredients / number_of_ingredients)
		m_ResultInheritsColor[0] = -1;			// (value) == -1 means do nothing; a (value) >= 0 means this result classname will be a composite of the name provided in AddResult method and config value "color" of ingredient (value)
		m_ResultToInventory[0] = -2;			// (value) == -2 spawn result on the ground;(value) == -1 place anywhere in the players inventory, (value) >= 0 means switch position with ingredient number(value)
		m_ResultReplacesIngredient[0] = 0;		// (value) == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value

		//result2
		AddResult("WalleyePollockFilletMeat");	// add results here
		m_ResultSetFullQuantity[1] = false;		// true = set full quantity, false = do nothing
		m_ResultSetQuantity[1] = -1;			// -1 = do nothing
		m_ResultSetHealth[1] = -1;				// -1 = do nothing
		m_ResultInheritsHealth[1] = 0;			// (value) == -1 means do nothing; a (value) >= 0 means this result will inherit health from ingredient number (value);(value) == -2 means this result will inherit health from all ingredients averaged(result_health = combined_health_of_ingredients / number_of_ingredients)
		m_ResultInheritsColor[1] = -1;			// (value) == -1 means do nothing; a (value) >= 0 means this result classname will be a composite of the name provided in AddResult method and config value "color" of ingredient (value)
		m_ResultToInventory[1] = -2;			// (value) == -2 spawn result on the ground;(value) == -1 place anywhere in the players inventory, (value) >= 0 means switch position with ingredient number(value)
		m_ResultReplacesIngredient[1] = 0;		// (value) == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
	}
};
