* 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>
29 lines
938 B
C#
29 lines
938 B
C#
using Content.Shared.Eye.Blinding.Systems;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects;
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/// <summary>
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/// Heal or apply eye damage
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/// </summary>
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public sealed partial class ChemHealEyeDamage : EntityEffect
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{
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/// <summary>
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/// How much eye damage to add.
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/// </summary>
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[DataField]
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public int Amount = -1;
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protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString("reagent-effect-guidebook-cure-eye-damage", ("chance", Probability), ("deltasign", MathF.Sign(Amount)));
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public override void Effect(EntityEffectBaseArgs args)
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{
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if (args is EntityEffectReagentArgs reagentArgs)
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if (reagentArgs.Scale != 1f) // huh?
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return;
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args.EntityManager.EntitySysManager.GetEntitySystem<BlindableSystem>().AdjustEyeDamage(args.TargetEntity, Amount);
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}
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}
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