using Content.Server.Body.Components;
using Content.Server.Body.Systems;
using Content.Shared.Chemistry.Reagent;
using Robust.Shared.Prototypes;
namespace Content.Server.Chemistry.ReagentEffects;
public sealed partial class Oxygenate : ReagentEffect
{
[DataField]
public float Factor = 1f;
// JUSTIFICATION: This is internal magic that players never directly interact with.
protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> null;
public override void Effect(ReagentEffectArgs args)
if (args.EntityManager.TryGetComponent<RespiratorComponent>(args.SolutionEntity, out var resp))
var respSys = args.EntityManager.System<RespiratorSystem>();
respSys.UpdateSaturation(args.SolutionEntity, args.Quantity.Float() * Factor, resp);
}