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ModifyBloodLevel.cs 1.2 KB

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  1. using Content.Server.Body.Components;
  2. using Content.Server.Body.Systems;
  3. using Content.Shared.EntityEffects;
  4. using Content.Shared.FixedPoint;
  5. using Robust.Shared.Prototypes;
  6. namespace Content.Server.EntityEffects.Effects;
  7. public sealed partial class ModifyBloodLevel : EntityEffect
  8. {
  9. [DataField]
  10. public bool Scaled = false;
  11. [DataField]
  12. public FixedPoint2 Amount = 1.0f;
  13. protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
  14. => Loc.GetString("reagent-effect-guidebook-modify-blood-level", ("chance", Probability),
  15. ("deltasign", MathF.Sign(Amount.Float())));
  16. public override void Effect(EntityEffectBaseArgs args)
  17. {
  18. if (args.EntityManager.TryGetComponent<BloodstreamComponent>(args.TargetEntity, out var blood))
  19. {
  20. var sys = args.EntityManager.System<BloodstreamSystem>();
  21. var amt = Amount;
  22. if (args is EntityEffectReagentArgs reagentArgs)
  23. {
  24. if (Scaled)
  25. amt *= reagentArgs.Quantity;
  26. amt *= reagentArgs.Scale;
  27. }
  28. sys.TryModifyBloodLevel(args.TargetEntity, amt, blood);
  29. }
  30. }
  31. }