text: class DeStackApples extends RecipeBase
  {
    override void Init()
  	{
      /*************************************************************/
      m_Name = "#STR_RPL_Recipe_DeStack";
  		m_IsInstaRecipe = false; // NoAnimation [true/false]
    	m_AnimationLength = 0.5;   // Animation length
  		m_Specialty = -0.05;     // + INCREASE ROUGNESS
                               // - INCREASE PRECISSION
      /*************************************************************/
      m_MinDamageIngredient[0] = -1;
      m_MaxDamageIngredient[0] = 3;
      m_MinQuantityIngredient[0] = -1;
      m_MaxQuantityIngredient[0] = -1;
      /*************************************************************/
      m_MinDamageIngredient[1] = -1;
      m_MaxDamageIngredient[1] = 3;
      m_MinQuantityIngredient[1] = 2;
      m_MaxQuantityIngredient[1] = 2;
      /*************************************************************/
      InsertIngredient(0, "Sickle");
      InsertIngredient(0, "Hacksaw");
      InsertIngredient(0, "HandSaw");
      InsertIngredient(0, "KitchenKnife");
      InsertIngredient(0, "SteakKnife");
      InsertIngredient(0, "HayHook");
      InsertIngredient(0, "StoneKnife");
      InsertIngredient(0, "Cleaver");
      InsertIngredient(0, "CombatKnife");
      InsertIngredient(0, "HuntingKnife");
      InsertIngredient(0, "Machete");
      InsertIngredient(0, "Screwdriver");
      InsertIngredient(0, "Crowbar");
      InsertIngredient(0, "Pickaxe");
      InsertIngredient(0, "WoodAxe");
      InsertIngredient(0, "Hatchet");
      InsertIngredient(0, "FirefighterAxe");
      InsertIngredient(0, "Sword");
      InsertIngredient(0, "AK_Bayonet");
      InsertIngredient(0, "M9A1_Bayonet");
      InsertIngredient(0, "Mosin_Bayonet");
      InsertIngredient(0, "SKS_Bayonet");
      m_IngredientAddHealth[0] = 0;
  		m_IngredientSetHealth[0] = -1;
  		m_IngredientAddQuantity[0] = 0;
  		m_IngredientDestroy[0] = false;
  		m_IngredientUseSoftSkills[0] = false;
      /*************************************************************/
      InsertIngredient(1, "RPL_AppleStack");
      m_IngredientAddHealth[1] = 0;
  		m_IngredientSetHealth[1] = -1;
  		m_IngredientAddQuantity[1] = 0;
  		m_IngredientDestroy[1] = true;
  		m_IngredientUseSoftSkills[1] = false;
      /*************************************************************/
      AddResult("Apple");
      AddResult("Apple");
      /*************************************************************/
      m_ResultSetFullQuantity[0] = true;   // true = set full quantity, false = do nothing
  		m_ResultSetQuantity[0] = -1;           // -1 = do nothing
  		m_ResultSetHealth[0] = -1;            // -1 = do nothing
  		m_ResultInheritsHealth[0] = -2;       // (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] = -1;          // (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_ResultUseSoftSkills[0] = false;     // set 'true' to allow modification of the values by softskills on this result
  		m_ResultReplacesIngredient[0] = -1;
      /*************************************************************/
      m_ResultSetFullQuantity[1] = true;   // true = set full quantity, false = do nothing
  		m_ResultSetQuantity[1] = -1;           // -1 = do nothing
  		m_ResultSetHealth[1] = -1;            // -1 = do nothing
  		m_ResultInheritsHealth[1] = -2;       // (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] = -1;          // (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_ResultUseSoftSkills[1] = false;     // set 'true' to allow modification of the values by softskills on this result
  		m_ResultReplacesIngredient[1] = -1;
    }
  
    // Recipe validity check
    override bool CanDo(ItemBase ingredients[], PlayerBase player) {return true;}
  
    // Called upon completion
    override void Do(ItemBase ingredients[], PlayerBase player, array<ItemBase> results, float specialty_weight)
    {
      //Trace.Log(0, "<DeStackApples> Called.");
    }
  };
  