Oxygenate.cs 1.0 KB

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  1. using Content.Server.Body.Components;
  2. using Content.Server.Body.Systems;
  3. using Content.Shared.EntityEffects;
  4. using Robust.Shared.Prototypes;
  5. namespace Content.Server.EntityEffects.Effects;
  6. public sealed partial class Oxygenate : EntityEffect
  7. {
  8. [DataField]
  9. public float Factor = 1f;
  10. // JUSTIFICATION: This is internal magic that players never directly interact with.
  11. protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
  12. => null;
  13. public override void Effect(EntityEffectBaseArgs args)
  14. {
  15. var multiplier = 1f;
  16. if (args is EntityEffectReagentArgs reagentArgs)
  17. {
  18. multiplier = reagentArgs.Quantity.Float();
  19. }
  20. if (args.EntityManager.TryGetComponent<RespiratorComponent>(args.TargetEntity, out var resp))
  21. {
  22. var respSys = args.EntityManager.System<RespiratorSystem>();
  23. respSys.UpdateSaturation(args.TargetEntity, multiplier * Factor, resp);
  24. }
  25. }
  26. }