The flammable effect does it but we don't do it here for reasons. Sometimes this heisentests.
37 lines
1.2 KiB
C#
37 lines
1.2 KiB
C#
using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Shared.Database;
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using Content.Shared.EntityEffects;
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using Robust.Shared.Prototypes;
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namespace Content.Server.EntityEffects.Effects;
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/// <summary>
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/// Ignites a mob.
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/// </summary>
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public sealed partial class Ignite : EntityEffect
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{
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public override bool ShouldLog => true;
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protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString("reagent-effect-guidebook-ignite", ("chance", Probability));
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public override LogImpact LogImpact => LogImpact.Medium;
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public override void Effect(EntityEffectBaseArgs args)
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{
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if (!args.EntityManager.TryGetComponent(args.TargetEntity, out FlammableComponent? flammable))
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return;
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var flamSys = args.EntityManager.System<FlammableSystem>();
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if (args is EntityEffectReagentArgs reagentArgs)
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{
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flamSys.Ignite(reagentArgs.TargetEntity, reagentArgs.OrganEntity ?? reagentArgs.TargetEntity, flammable: flammable);
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}
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else
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{
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flamSys.Ignite(args.TargetEntity, args.TargetEntity, flammable: flammable);
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}
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}
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}
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