class AntiChemInjector: Inventory_Base { override void SetActions() { super.SetActions(); AddAction(ActionInjectTarget); AddAction(ActionInjectSelf); } override void OnApply(PlayerBase player) { if (!player) return; player.GiveShock(100); bool in_cont_stage3 = player.GetModifiersManager().IsModifierActive(eModifiers.MDF_CONTAMINATION3); if ( in_cont_stage3 ) { player.m_AgentPool.SetAgentCount(eAgents.CHEMICAL_POISON, ContaminationStage2Mdfr.AGENT_THRESHOLD_ACTIVATE);//set the agent count to be the same as at the benigning of stage 2 } else { player.m_AgentPool.SetAgentCount(eAgents.CHEMICAL_POISON, 0); } } };