20 lines
908 B
C#
20 lines
908 B
C#
using Content.Shared._DV.EntityEffects.Effects.CosmicCult;
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using Content.Shared._DV.CosmicCult.Components;
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using Content.Shared.EntityEffects;
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namespace Content.Server._DV.EntityEffects.Effects;
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/// <summary>
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/// Supresses pain based on how much of the pain suppressing reagent is in the system.
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/// </summary>
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/// <inheritdoc cref="EntityEffectSystem{T, TEffect}"/>
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public sealed partial class CleanseCosmicCultEntityEffectSystem : EntityEffectSystem<TransformComponent, CleanseCosmicCult>
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{
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[Dependency] private readonly EntityManager _ent = default!;
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protected override void Effect(Entity<TransformComponent> entity, ref EntityEffectEvent<CleanseCosmicCult> args)
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{
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if (_ent.HasComponent<CosmicCultComponent>(entity))
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_ent.EnsureComponent<CleanseCultComponent>(entity); // We just slap them with the component and let the Deconversion system handle the rest.
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}
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}
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