using Content.Shared._DV.EntityEffects.Effects.CosmicCult;
using Content.Shared._DV.CosmicCult.Components;
using Content.Shared.EntityEffects;
namespace Content.Server._DV.EntityEffects.Effects;
///
/// Supresses pain based on how much of the pain suppressing reagent is in the system.
///
///
public sealed partial class CleanseCosmicCultEntityEffectSystem : EntityEffectSystem
{
[Dependency] private readonly EntityManager _ent = default!;
protected override void Effect(Entity entity, ref EntityEffectEvent args)
{
if (_ent.HasComponent(entity))
_ent.EnsureComponent(entity); // We just slap them with the component and let the Deconversion system handle the rest.
}
}