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- // SPDX-FileCopyrightText: 2024 deltanedas <39013340+deltanedas@users.noreply.github.com>
- // SPDX-FileCopyrightText: 2024 deltanedas <@deltanedas:kde.org>
- // SPDX-FileCopyrightText: 2025 Aiden <28298836+Aidenkrz@users.noreply.github.com>
- //
- // SPDX-License-Identifier: AGPL-3.0-or-later
- using Content.Shared.Body.Organ;
- using Content.Shared.StatusEffect;
- using Robust.Shared.Timing;
- namespace Content.Server._Shitmed.Body.Organ;
- public sealed class StatusEffectOrganSystem : EntitySystem
- {
- [Dependency] private readonly IGameTiming _timing = default!;
- [Dependency] private readonly StatusEffectsSystem _effects = default!;
- public override void Update(float frameTime)
- {
- base.Update(frameTime);
- var query = EntityQueryEnumerator<StatusEffectOrganComponent, OrganComponent>();
- var now = _timing.CurTime;
- while (query.MoveNext(out var uid, out var comp, out var organ))
- {
- if (now < comp.NextUpdate || organ.Body is not {} body)
- continue;
- comp.NextUpdate = now + comp.Delay;
- if (!TryComp<StatusEffectsComponent>(body, out var effects))
- continue;
- foreach (var (key, component) in comp.Refresh)
- {
- _effects.TryAddStatusEffect(body, key, comp.Delay, refresh: true, component, effects);
- }
- }
- }
- }
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