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* feat: LOOC/OOC/Deadchat muting * refactor: split OocMuteCommands.cs into 3 files * tweak: use proper admin logging * refactor: remove unused loc args * feat: one mute command, channel as argument - properly marked target player in admin log so it actually alerts. * refactor: completion options made named constant, used in error message * tweak: display supported channels in help too * fix: pass command to help string again * style: add whitespace Co-authored-by: pathetic meowmeow <uhhadd@gmail.com> Signed-off-by: DisposableCrewmember42 <disposablecrewmember42@proton.me> --------- Signed-off-by: DisposableCrewmember42 <disposablecrewmember42@proton.me> Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
57 lines
1.7 KiB
C#
57 lines
1.7 KiB
C#
using Content.Shared.Administration;
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using Content.Shared.GameTicking;
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using Content.Shared.Mind;
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using Robust.Shared.Network;
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namespace Content.Shared.Players;
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/// <summary>
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/// Content side for all data that tracks a player session.
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/// Use <see cref="PlaIPlayerDatarver.Player.IPlayerData)"/> to retrieve this from an <see cref="PlayerData"/>.
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/// <remarks>Not currently used on the client.</remarks>
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/// </summary>
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public sealed class ContentPlayerData
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{
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/// <summary>
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/// The session ID of the player owning this data.
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/// </summary>
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[ViewVariables]
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public NetUserId UserId { get; }
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/// <summary>
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/// This is a backup copy of the player name stored on connection.
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/// This is useful in the event the player disconnects.
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/// </summary>
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[ViewVariables]
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public string Name { get; }
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/// <summary>
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/// The currently occupied mind of the player owning this data.
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/// DO NOT DIRECTLY SET THIS UNLESS YOU KNOW WHAT YOU'RE DOING.
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/// </summary>
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[ViewVariables, Access(typeof(SharedMindSystem), typeof(SharedGameTicker))]
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public EntityUid? Mind { get; set; }
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/// <summary>
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/// If true, the admin will not show up in adminwho except to admins with the <see cref="AdminFlags.Stealth"/> flag.
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/// </summary>
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public bool Stealthed { get; set; }
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/// <summary>
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/// Nyanotrasen - Are they whitelisted? Lets us avoid async.
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/// </summary>
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[ViewVariables]
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public bool Whitelisted { get; set; }
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// DeltaV - OOC muting START
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[ViewVariables]
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public bool OocMuted { get; set; }
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// DeltaV END
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public ContentPlayerData(NetUserId userId, string name)
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{
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UserId = userId;
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Name = name;
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}
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}
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