--- /dev/null
+using Content.Shared.EntityEffects;
+using Content.Server.Flash;
+using Robust.Server.GameObjects;
+using Robust.Shared.Audio;
+using Robust.Shared.Prototypes;
+
+namespace Content.Server.EntityEffects.Effects;
+
+[DataDefinition]
+public sealed partial class FlashReactionEffect : EntityEffect
+{
+ /// <summary>
+ /// Flash range per unit of reagent.
+ /// </summary>
+ [DataField]
+ public float RangePerUnit = 0.2f;
+
+ /// <summary>
+ /// Maximum flash range.
+ /// </summary>
+ [DataField]
+ public float MaxRange = 10f;
+
+ /// <summary>
+ /// How much to entities are slowed down.
+ /// </summary>
+ [DataField]
+ public float SlowTo = 0.5f;
+
+ /// <summary>
+ /// The time entities will be flashed in seconds.
+ /// The default is chosen to be better than the hand flash so it is worth using it for grenades etc.
+ /// </summary>
+ [DataField]
+ public float Duration = 4f;
+
+ /// <summary>
+ /// The prototype ID used for the visual effect.
+ /// </summary>
+ [DataField]
+ public EntProtoId? FlashEffectPrototype = "ReactionFlash";
+
+ /// <summary>
+ /// The sound the flash creates.
+ /// </summary>
+ [DataField]
+ public SoundSpecifier? Sound = new SoundPathSpecifier("/Audio/Weapons/flash.ogg");
+
+ protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
+ => Loc.GetString("reagent-effect-guidebook-flash-reaction-effect", ("chance", Probability));
+
+ public override void Effect(EntityEffectBaseArgs args)
+ {
+ var transform = args.EntityManager.GetComponent<TransformComponent>(args.TargetEntity);
+ var transformSystem = args.EntityManager.System<SharedTransformSystem>();
+
+ var range = 1f;
+
+ if (args is EntityEffectReagentArgs reagentArgs)
+ range = MathF.Min((float)(reagentArgs.Quantity * RangePerUnit), MaxRange);
+
+ args.EntityManager.System<FlashSystem>().FlashArea(
+ args.TargetEntity,
+ null,
+ range,
+ Duration * 1000,
+ slowTo: SlowTo,
+ sound: Sound);
+
+ if (FlashEffectPrototype == null)
+ return;
+
+ var uid = args.EntityManager.SpawnEntity(FlashEffectPrototype, transformSystem.GetMapCoordinates(transform));
+ transformSystem.AttachToGridOrMap(uid);
+
+ if (!args.EntityManager.TryGetComponent<PointLightComponent>(uid, out var pointLightComp))
+ return;
+ var pointLightSystem = args.EntityManager.System<SharedPointLightSystem>();
+ // PointLights with a radius lower than 1.1 are too small to be visible, so this is hardcoded
+ pointLightSystem.SetRadius(uid, MathF.Max(1.1f, range), pointLightComp);
+ }
+}