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- using Content.Server.Body.Systems;
- using Content.Shared.EntityEffects;
- using JetBrains.Annotations;
- using Robust.Shared.Prototypes;
- namespace Content.Server.EntityEffects.Effects;
- /// <summary>
- /// Basically smoke and foam reactions.
- /// </summary>
- [UsedImplicitly]
- public sealed partial class ChemCleanBloodstream : EntityEffect
- {
- [DataField]
- public float CleanseRate = 3.0f;
- protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
- => Loc.GetString("reagent-effect-guidebook-chem-clean-bloodstream", ("chance", Probability));
- public override void Effect(EntityEffectBaseArgs args)
- {
-
- var cleanseRate = CleanseRate;
- var bloodstreamSys = args.EntityManager.System<BloodstreamSystem>();
- if (args is EntityEffectReagentArgs reagentArgs)
- {
- if (reagentArgs.Source == null || reagentArgs.Reagent == null)
- return;
- cleanseRate *= reagentArgs.Scale.Float();
- bloodstreamSys.FlushChemicals(args.TargetEntity, reagentArgs.Reagent.ID, cleanseRate);
- }
- else
- {
- bloodstreamSys.FlushChemicals(args.TargetEntity, "", cleanseRate);
- }
- }
- }
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