public bool DoDispose(Sim Actor, Plant Target, InteractionInstance interaction) { IDisposePlantInteraction disposePlantInteraction = interaction as IDisposePlantInteraction; if (disposePlantInteraction == null) { return(false); } EWHerbLoreSkill skill = EWHerbLoreSkill.StartSkillGain(Actor); if (skill != null) { disposePlantInteraction.ReachedPlantDeletePointOfNoReturn(); interaction.StandardEntry(); interaction.BeginCommodityUpdates(); // TODO: Hope to use dig animation here. Need to be converted? AcquireStateMachine("eatharvestablepet"); mCurrentStateMachine.SetActor("x", Actor); mCurrentStateMachine.EnterState("x", "Enter"); SetParameter("IsEatingOnGround", paramValue: true); uint footprintHash = Target.GetFootprintHash(); Target.DisableFootprint(footprintHash); Target.GetSoil().DisableFootprint(1478897068u); AnimateSim("EatHarvestable"); AnimateSim("Exit"); interaction.EndCommodityUpdates(true); interaction.StandardExit(); return(true); } return(false); }