using Content.Server.Body.Components;
using Content.Server.Body.Systems;
using Content.Shared.EntityEffects;
using Content.Shared.EntityEffects.Effects.Body;
namespace Content.Server.EntityEffects.Effects.Body;
///
/// This effect adjusts a respirator's saturation value.
/// The saturation adjustment is modified by scale.
///
///
public sealed partial class OxygenateEntityEffectsSystem : EntityEffectSystem
{
[Dependency] private readonly RespiratorSystem _respirator = default!;
protected override void Effect(Entity entity, ref EntityEffectEvent args)
{
_respirator.UpdateSaturation(entity, args.Scale * args.Effect.Factor, entity.Comp);
}
}