Adds metabolism effects to pretty much every chem already in the game (#5349)
* pass 1 * a little more reagent effect for breakfast * move lots of stuff around * implements all medicines * implement all cleaning & elements * implement toxins/pyrotechnic * p * linter fixies * fixes + narcotic balancing * fix and standardize * reviews * things
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Chemistry.ReagentEffectConditions
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{
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public class TotalDamage : ReagentEffectCondition
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{
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[DataField("max")]
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public FixedPoint2 Max = FixedPoint2.MaxValue;
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[DataField("min")]
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public FixedPoint2 Min = FixedPoint2.Zero;
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public override bool Condition(ReagentEffectArgs args)
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{
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if (args.EntityManager.TryGetComponent(args.SolutionEntity, out DamageableComponent damage))
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{
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var total = damage.TotalDamage;
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if (total > Min && total < Max)
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return true;
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}
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return false;
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}
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}
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}
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