33 lines
1.0 KiB
C#
33 lines
1.0 KiB
C#
using Content.Server.Body.Components;
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using Content.Server.Body.Systems;
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using Content.Shared.EntityEffects;
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using Robust.Shared.Prototypes;
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namespace Content.Server.EntityEffects.Effects;
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public sealed partial class Oxygenate : EntityEffect
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{
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[DataField]
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public float Factor = 1f;
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// JUSTIFICATION: This is internal magic that players never directly interact with.
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protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> null;
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public override void Effect(EntityEffectBaseArgs args)
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{
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var multiplier = 1f;
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if (args is EntityEffectReagentArgs reagentArgs)
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{
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multiplier = reagentArgs.Quantity.Float();
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}
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if (args.EntityManager.TryGetComponent<RespiratorComponent>(args.TargetEntity, out var resp))
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{
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var respSys = args.EntityManager.System<RespiratorSystem>();
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respSys.UpdateSaturation(args.TargetEntity, multiplier * Factor, resp);
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}
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}
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}
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