diff --git a/Content.Shared/Emp/SharedEmpSystem.cs b/Content.Shared/Emp/SharedEmpSystem.cs
index 481a93735a..a70b192c0a 100644
--- a/Content.Shared/Emp/SharedEmpSystem.cs
+++ b/Content.Shared/Emp/SharedEmpSystem.cs
@@ -24,7 +24,11 @@ public abstract class SharedEmpSystem : EntitySystem
[Dependency] private readonly SharedPvsOverrideSystem _pvs = default!; // Frontier
[Dependency] private readonly IConfigurationManager _cfg = default!; // Frontier: EMP Blast PVS
- private readonly DamageSpecifier? _defaultEmpDamage = new() { DamageDict = new() { { "Ion", 130 } } }; // DeltaV - EMP damage
+ ///
+ /// DeltaV. Default damage of EMPs, as dertermined by direction. There's no good component to put
+ /// this on so its defined here.
+ ///
+ private readonly DamageSpecifier? _defaultEmpDamage = new() { DamageDict = new() { { "Ion", 130 } } };
private HashSet _entSet = new();
@@ -49,6 +53,7 @@ public abstract class SharedEmpSystem : EntitySystem
/// The amount of energy consumed by the EMP pulse. In Joule.
/// The duration of the EMP effects.
/// The player that caused the effect. Used for predicted audio.
+ /// DeltaV - The damage that that EMP will do. If not specified or null, will do 130 Ion damage. To do no damage, pass in a DamageSpecifier with no damage types.
public void EmpPulse(MapCoordinates mapCoordinates, float range, float energyConsumption, TimeSpan duration, EntityUid? user = null, DamageSpecifier? damage = null) // DeltaV - Add Ion Damage
{
foreach (var uid in _lookup.GetEntitiesInRange(mapCoordinates, range))
@@ -80,7 +85,8 @@ public abstract class SharedEmpSystem : EntitySystem
/// The range of the EMP pulse.
/// The amount of energy consumed by the EMP pulse.
/// The duration of the EMP effects.
- /// The player that caused the effect. Used for predicted audio.
+ /// The player that caused the effect. Used for predicted audio.'
+ /// DeltaV - The damage that that EMP will do. If not specified or null, will do 130 Ion damage. To do no damage, pass in a DamageSpecifier with no damage types.
public void EmpPulse(EntityCoordinates coordinates, float range, float energyConsumption, TimeSpan duration, EntityUid? user = null, DamageSpecifier? damage = null) // DeltaV - Add Ion Damage
{
_entSet.Clear();
@@ -107,11 +113,14 @@ public abstract class SharedEmpSystem : EntitySystem
///
/// Attempts to apply the effects of an EMP pulse onto an entity by first raising an , followed by raising a on it.
+ ///
+ ///
DeltaV - In most cases, you will want to use instead.
///
/// The entity to apply the EMP effects on.
/// The amount of energy consumed by the EMP.
/// The duration of the EMP effects.
/// The player that caused the EMP. For prediction purposes.
+ /// DeltaV - The damage that that EMP will do. If null, no damage is done.
/// If the entity was affected by the EMP.
public bool TryEmpEffects(EntityUid uid, float energyConsumption, TimeSpan duration, EntityUid? user = null, DamageSpecifier? damage = null) // DeltaV - Add Ion Damage
{
@@ -125,11 +134,14 @@ public abstract class SharedEmpSystem : EntitySystem
///
/// Applies the effects of an EMP pulse onto an entity by raising a on it.
+ ///
+ ///
DeltaV - In most cases, you will want to use instead.
///
/// The entity to apply the EMP effects on.
/// The amount of energy consumed by the EMP.
/// The duration of the EMP effects.
/// The player that caused the EMP. For prediction purposes.
+ /// DeltaV - The damage that that EMP will do. If null, no damage is done.
/// If the entity was affected by the EMP.
public bool DoEmpEffects(EntityUid uid, float energyConsumption, TimeSpan duration, EntityUid? user = null, DamageSpecifier? damage = null) // DeltaV - Add Ion Damage
{