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); } }