* Move entity effects to shared * relocate spawning to server * Generic version of EntityEffect for just raising event. * genericise everything * oops forgot to push you * some condensation * finish rebas * unwhite the space * oops forgot nuke * bad rebase fix * useless annotations begone --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com>
14 lines
423 B
C#
14 lines
423 B
C#
using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects;
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public sealed partial class Oxygenate : EventEntityEffect<Oxygenate>
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{
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[DataField]
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public float Factor = 1f;
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// JUSTIFICATION: This is internal magic that players never directly interact with.
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protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> null;
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}
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