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); } }