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. } }