using Content.Shared.Damage.Components; using Content.Shared.Damage.Prototypes; using Content.Shared.Suicide; using Robust.Shared.Prototypes; namespace Content.Shared.EntityEffects.Effects.Damage; /// /// Applies damage through the suicide system to reach the highest mob threshold. /// Has no effect on entities without mob thresholds. /// /// public sealed partial class LethalDamageEntityEffectSystem : EntityEffectSystem { [Dependency] private SharedSuicideSystem _suicide = default!; protected override void Effect(Entity entity, ref EntityEffectEvent args) { _suicide.ApplyLethalDamage(entity, args.Effect.DamageType); } } /// public sealed partial class LethalDamage : EntityEffectBase { /// /// Damage type used to deal the lethal damage. /// [DataField(required: true)] public ProtoId DamageType; }