using Content.Shared.Body.Components;
using Content.Shared.Body.Systems;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects.Body;
///
/// Modifies bleed by a given amount multiplied by scale. This can increase or decrease bleed.
///
///
public sealed partial class ModifyBleedEntityEffectSystem : EntityEffectSystem
{
[Dependency] private readonly SharedBloodstreamSystem _bloodstream = default!;
protected override void Effect(Entity entity, ref EntityEffectEvent args)
{
_bloodstream.TryModifyBleedAmount(entity.AsNullable(), args.Effect.Amount * args.Scale);
}
}
///
public sealed partial class ModifyBleed : EntityEffectBase
{
///
/// Amount of bleed we're applying or removing if negative.
///
[DataField]
public float Amount = -1.0f;
public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString("entity-effect-guidebook-modify-bleed-amount", ("chance", Probability), ("deltasign", MathF.Sign(Amount)));
}