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 System;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Jittering;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Chemistry.ReagentEffects.StatusEffects
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{
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/// <summary>
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/// Adds the jitter status effect to a mob.
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/// This doesn't use generic status effects because it needs to
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/// take in some parameters that JitterSystem needs.
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/// </summary>
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public class Jitter : ReagentEffect
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{
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[DataField("amplitude")]
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public float Amplitude = 10.0f;
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[DataField("frequency")]
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public float Frequency = 4.0f;
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[DataField("time")]
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public float Time = 2.0f;
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public override void Metabolize(ReagentEffectArgs args)
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{
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args.EntityManager.EntitySysManager.GetEntitySystem<SharedJitteringSystem>()
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.DoJitter(args.SolutionEntity, TimeSpan.FromSeconds(Time), Amplitude, Frequency);
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}
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}
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}
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