Adds metabolism effects to pretty much every chem already in the game (#5349)
* pass 1 * a little more reagent effect for breakfast * move lots of stuff around * implements all medicines * implement all cleaning & elements * implement toxins/pyrotechnic * p * linter fixies * fixes + narcotic balancing * fix and standardize * reviews * things
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@@ -9,6 +9,9 @@ namespace Content.Server.Chemistry.ReagentEffectConditions
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/// <summary>
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/// Used for implementing reagent effects that require a certain amount of reagent before it should be applied.
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/// For instance, overdoses.
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///
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/// This can also trigger on -other- reagents, not just the one metabolizing. By default, it uses the
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/// one being metabolized.
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/// </summary>
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public class ReagentThreshold : ReagentEffectCondition
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{
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@@ -18,15 +21,21 @@ namespace Content.Server.Chemistry.ReagentEffectConditions
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[DataField("max")]
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public FixedPoint2 Max = FixedPoint2.MaxValue;
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[DataField("reagent")]
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public string? Reagent;
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public override bool Condition(ReagentEffectArgs args)
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{
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if (args.Source != null)
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if (Reagent == null)
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Reagent = args.Reagent.ID;
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var quant = FixedPoint2.Zero;
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if (args.Source != null && args.Source.ContainsReagent(Reagent))
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{
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var quant = args.Source.GetReagentQuantity(args.Reagent.ID);
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return quant >= Min && quant <= Max;
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quant = args.Source.GetReagentQuantity(args.Reagent.ID);
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}
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return false;
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return quant >= Min && quant <= Max;
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}
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}
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}
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