using Content.Shared.Eye.Blinding.Systems;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects;
///
/// Heal or apply eye damage
///
public sealed partial class ChemHealEyeDamage : EntityEffect
{
///
/// How much eye damage to add.
///
[DataField]
public int Amount = -1;
protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString("reagent-effect-guidebook-cure-eye-damage", ("chance", Probability), ("deltasign", MathF.Sign(Amount)));
public override void Effect(EntityEffectBaseArgs args)
{
if (args is EntityEffectReagentArgs reagentArgs)
if (reagentArgs.Scale != 1f) // huh?
return;
args.EntityManager.EntitySysManager.GetEntitySystem().AdjustEyeDamage(args.TargetEntity, Amount);
}
}