6
2025-08-05 10:00:54 +03:00

33 lines
1.0 KiB
C#

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