# Conflicts: # .github/CODEOWNERS # .github/workflows/publish.yml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs # Content.Client/Entry/EntryPoint.cs # Content.Client/Hands/Systems/HandsSystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Humanoid/SingleMarkingPicker.xaml.cs # Content.Client/IoC/ClientContentIoC.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml # Content.Client/Options/UI/EscapeMenu.xaml # Content.Client/Stealth/StealthSystem.cs # Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs # Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs # Content.IntegrationTests/Tests/Damageable/DamageableTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Administration/Commands/PardonCommand.cs # Content.Server/Administration/Commands/RoleUnbanCommand.cs # Content.Server/Administration/Commands/SetOutfitCommand.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Systems/BloodstreamSystem.cs # Content.Server/Body/Systems/MetabolizerSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Chat/Systems/ChatSystem.Emote.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/CrewManifest/CrewManifestSystem.cs # Content.Server/Emp/EmpSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/Commands/ForceMapCommand.cs # Content.Server/GameTicking/Commands/ForcePresetCommand.cs # Content.Server/GameTicking/Presets/GamePresetPrototype.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/Ghost/Roles/GhostRoleSystem.cs # Content.Server/Implants/Components/ScramImplantComponent.cs # Content.Server/Implants/SubdermalImplantSystem.cs # Content.Server/Materials/ProduceMaterialExtractorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs # Content.Server/NPC/Systems/NPCSystem.cs # Content.Server/Polymorph/Systems/PolymorphSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Repairable/RepairableSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Server/Speech/EntitySystems/OwOAccentSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/Stunnable/Components/StunOnCollideComponent.cs # Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Bed/SharedBedSystem.cs # Content.Shared/Blocking/BlockingSystem.cs # Content.Shared/Body/Systems/SharedBodySystem.Parts.cs # Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Construction/Conditions/TileNotBlocked.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Emoting/EmoteAttemptEvent.cs # Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Interaction/SmartEquipSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Medical/HealingComponent.cs # Content.Shared/Nutrition/EntitySystems/FoodSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/SprayPainter/SharedSprayPainterSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Station/SharedStationSpawningSystem.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Content.Shared/Warps/WarpPointSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Ambience/Antag/attributions.yml # Resources/Audio/Ambience/Antag/changeling_start.ogg # Resources/Audio/Effects/attributions.yml # Resources/Audio/Lobby/attributions.yml # Resources/Audio/Machines/attributions.yml # Resources/Audio/Weapons/Guns/Gunshots/attributions.yml # Resources/Locale/en-US/_strings/administration/antag.ftl # Resources/Locale/en-US/_strings/administration/commands/camera.ftl # Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl # Resources/Locale/en-US/_strings/administration/smites.ftl # Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl # Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl # Resources/Locale/en-US/_strings/alerts/alerts.ftl # Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl # Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl # Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl # Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl # Resources/Locale/en-US/_strings/commands/admin-who-command.ftl # Resources/Locale/en-US/_strings/commands/asay-command.ftl # Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl # Resources/Locale/en-US/_strings/commands/deadmin-command.ftl # Resources/Locale/en-US/_strings/commands/delete-component-command.ftl # Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl # Resources/Locale/en-US/_strings/commands/dirty-command.ftl # Resources/Locale/en-US/_strings/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl # Resources/Locale/en-US/_strings/commands/eye-commands.ftl # Resources/Locale/en-US/_strings/commands/follow-command.ftl # Resources/Locale/en-US/_strings/commands/force-map-command.ftl # Resources/Locale/en-US/_strings/commands/force-preset-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl # Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl # Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl # Resources/Locale/en-US/_strings/commands/is-afk-command.ftl # Resources/Locale/en-US/_strings/commands/makesentient-command.ftl # Resources/Locale/en-US/_strings/commands/map-commands.ftl # Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl # Resources/Locale/en-US/_strings/commands/me-command.ftl # Resources/Locale/en-US/_strings/commands/mind-info-command.ftl # Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl # Resources/Locale/en-US/_strings/commands/npc-command.ftl # Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl # Resources/Locale/en-US/_strings/commands/ooc-command.ftl # Resources/Locale/en-US/_strings/commands/pardon-command.ftl # Resources/Locale/en-US/_strings/commands/powerstat-command.ftl # Resources/Locale/en-US/_strings/commands/promote-host-command.ftl # Resources/Locale/en-US/_strings/commands/radiation-command.ftl # Resources/Locale/en-US/_strings/commands/readmin-command.ftl # Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl # Resources/Locale/en-US/_strings/commands/role-commands.ftl # Resources/Locale/en-US/_strings/commands/say-command.ftl # Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl # Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl # Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl # Resources/Locale/en-US/_strings/commands/show-htn-command.ftl # Resources/Locale/en-US/_strings/commands/showrules-command.ftl # Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl # Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl # Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl # Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl # Resources/Locale/en-US/_strings/commands/whisper-command.ftl # Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl # Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl # Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl # Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl # Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl # Resources/Locale/en-US/_strings/materials/material-extractor.ftl # Resources/Locale/en-US/_strings/movement/eye.ftl # Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl # Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl # Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl # Resources/Locale/en-US/_strings/radiation/radiation-command.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/research/technologies.ftl # Resources/Locale/en-US/_strings/seeds/seeds.ftl # Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl # Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl # Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/recipes/tags.ftl # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/box.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/amber.yml # Resources/Maps/centcomm.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/Eyes/hud.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hoods.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Mobs/NPCs/pets.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/dwarf.yml # Resources/Prototypes/Entities/Mobs/base.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml # Resources/Prototypes/Entities/Objects/Tools/matches.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml # Resources/Prototypes/Entities/Structures/Furniture/beds.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Power/debug_power.yml # Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml # Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml # Resources/Prototypes/GameRules/subgamemodes.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/Consumable/Drink/soda.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Resources/Prototypes/Roles/Antags/changeling.yml # Resources/Prototypes/name_identifier_groups.yml # Resources/Prototypes/tool_qualities.yml # Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml # Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml # Resources/ServerInfo/Guidebook/Command.xml # Resources/ServerInfo/Guidebook/Glossary.xml # Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml # Resources/ServerInfo/Guidebook/Science/Robotics.xml # Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml # Resources/ServerInfo/Guidebook/Science/Science.xml # Resources/ServerInfo/Guidebook/SpaceStation14.xml # Resources/ServerInfo/Guidebook/Survival.xml # Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json # Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json # Resources/engineCommandPerms.yml # Resources/keybinds.yml # Resources/migration.yml
473 lines
16 KiB
C#
473 lines
16 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Server.Emp;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Database;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.DeviceNetwork.Events;
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using Content.Shared.Power;
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using Content.Shared.SurveillanceCamera;
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using Content.Shared.Verbs;
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using Robust.Server.GameObjects;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Content.Shared.DeviceNetwork.Components;
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namespace Content.Server.SurveillanceCamera;
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public sealed class SurveillanceCameraSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly ViewSubscriberSystem _viewSubscriberSystem = default!;
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[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
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[Dependency] private readonly UserInterfaceSystem _userInterface = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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// Pings a surveillance camera subnet. All cameras will always respond
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// with a data message if they are on the same subnet.
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public const string CameraPingSubnetMessage = "surveillance_camera_ping_subnet";
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// Pings a surveillance camera. Useful to ensure that the camera is still on
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// before connecting fully.
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public const string CameraPingMessage = "surveillance_camera_ping";
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// Camera heartbeat. Monitors ping this to ensure that a camera is still able to
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// be contacted. If this doesn't get sent after some time, the monitor will
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// automatically disconnect.
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public const string CameraHeartbeatMessage = "surveillance_camera_heartbeat";
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// Surveillance camera data. This generally should contain nothing
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// except for the subnet that this camera is on -
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// this is because of the fact that the PacketEvent already
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// contains the sender UID, and that this will always be targeted
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// towards the sender that pinged the camera.
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public const string CameraDataMessage = "surveillance_camera_data";
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public const string CameraConnectMessage = "surveillance_camera_connect";
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public const string CameraSubnetConnectMessage = "surveillance_camera_subnet_connect";
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public const string CameraSubnetDisconnectMessage = "surveillance_camera_subnet_disconnect";
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public const string CameraAddressData = "surveillance_camera_data_origin";
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public const string CameraUid = "surveillance_camera_data_uid"; // Sunrise-edit
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public const string CameraNameData = "surveillance_camera_data_name";
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public const string CameraSubnetData = "surveillance_camera_data_subnet";
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public const string CameraSubnetColor = "surveillance_camera_color_subnet"; // Sunrise-edit
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public const int CameraNameLimit = 32;
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public override void Initialize()
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{
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SubscribeLocalEvent<SurveillanceCameraComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<SurveillanceCameraComponent, PowerChangedEvent>(OnPowerChanged);
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SubscribeLocalEvent<SurveillanceCameraComponent, DeviceNetworkPacketEvent>(OnPacketReceived);
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SubscribeLocalEvent<SurveillanceCameraComponent, SurveillanceCameraSetupSetName>(OnSetName);
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SubscribeLocalEvent<SurveillanceCameraComponent, SurveillanceCameraSetupSetNetwork>(OnSetNetwork);
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SubscribeLocalEvent<SurveillanceCameraComponent, GetVerbsEvent<AlternativeVerb>>(AddVerbs);
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SubscribeLocalEvent<SurveillanceCameraComponent, EmpPulseEvent>(OnEmpPulse);
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SubscribeLocalEvent<SurveillanceCameraComponent, EmpDisabledRemoved>(OnEmpDisabledRemoved);
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}
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private void OnPacketReceived(EntityUid uid, SurveillanceCameraComponent component, DeviceNetworkPacketEvent args)
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{
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if (!component.Active)
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{
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return;
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}
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if (!TryComp(uid, out DeviceNetworkComponent? deviceNet))
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{
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return;
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}
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if (args.Data.TryGetValue(DeviceNetworkConstants.Command, out string? command))
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{
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var payload = new NetworkPayload()
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{
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{ DeviceNetworkConstants.Command, string.Empty },
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{ CameraAddressData, deviceNet.Address },
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{ CameraNameData, component.CameraId },
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{ CameraSubnetData, string.Empty },
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{ CameraSubnetColor, new Color() }, // Sunrise-edit
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{ CameraUid, uid.ToString() } // Sunrise-edit
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};
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var dest = string.Empty;
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switch (command)
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{
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case CameraConnectMessage:
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if (!args.Data.TryGetValue(CameraAddressData, out dest)
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|| string.IsNullOrEmpty(args.Address))
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{
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return;
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}
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payload[DeviceNetworkConstants.Command] = CameraConnectMessage;
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break;
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case CameraHeartbeatMessage:
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if (!args.Data.TryGetValue(CameraAddressData, out dest)
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|| string.IsNullOrEmpty(args.Address))
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|
{
|
|
return;
|
|
}
|
|
|
|
payload[DeviceNetworkConstants.Command] = CameraHeartbeatMessage;
|
|
break;
|
|
case CameraPingMessage:
|
|
if (!args.Data.TryGetValue(CameraSubnetData, out string? subnet))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Sunrise-start
|
|
if (!args.Data.TryGetValue(CameraSubnetColor, out Color color))
|
|
{
|
|
return;
|
|
}
|
|
// Sunrise-end
|
|
|
|
dest = args.SenderAddress;
|
|
payload[CameraSubnetData] = subnet;
|
|
payload[CameraSubnetColor] = color; // Sunrise-edit
|
|
payload[CameraUid] = uid.ToString(); // Sunrise-edit
|
|
payload[DeviceNetworkConstants.Command] = CameraDataMessage;
|
|
break;
|
|
}
|
|
|
|
_deviceNetworkSystem.QueuePacket(
|
|
uid,
|
|
dest,
|
|
payload);
|
|
}
|
|
}
|
|
|
|
private void AddVerbs(EntityUid uid, SurveillanceCameraComponent component, GetVerbsEvent<AlternativeVerb> verbs)
|
|
{
|
|
if (!_actionBlocker.CanInteract(verbs.User, uid) || !_actionBlocker.CanComplexInteract(verbs.User))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (component.NameSet && component.NetworkSet)
|
|
{
|
|
return;
|
|
}
|
|
|
|
AlternativeVerb verb = new();
|
|
verb.Text = Loc.GetString("surveillance-camera-setup");
|
|
verb.Act = () => OpenSetupInterface(uid, verbs.User, component);
|
|
verbs.Verbs.Add(verb);
|
|
}
|
|
|
|
|
|
|
|
private void OnPowerChanged(EntityUid camera, SurveillanceCameraComponent component, ref PowerChangedEvent args)
|
|
{
|
|
SetActive(camera, args.Powered, component);
|
|
}
|
|
|
|
private void OnShutdown(EntityUid camera, SurveillanceCameraComponent component, ComponentShutdown args)
|
|
{
|
|
Deactivate(camera, component);
|
|
}
|
|
|
|
private void OnSetName(EntityUid uid, SurveillanceCameraComponent component, SurveillanceCameraSetupSetName args)
|
|
{
|
|
if (args.UiKey is not SurveillanceCameraSetupUiKey key
|
|
|| key != SurveillanceCameraSetupUiKey.Camera
|
|
|| string.IsNullOrEmpty(args.Name)
|
|
|| args.Name.Length > CameraNameLimit)
|
|
{
|
|
return;
|
|
}
|
|
|
|
component.CameraId = args.Name;
|
|
component.NameSet = true;
|
|
UpdateSetupInterface(uid, component);
|
|
_adminLogger.Add(LogType.Chat, LogImpact.Low, $"{ToPrettyString(args.Actor)} set the name of {ToPrettyString(uid)} to \"{args.Name}.\"");
|
|
}
|
|
|
|
private void OnSetNetwork(EntityUid uid, SurveillanceCameraComponent component,
|
|
SurveillanceCameraSetupSetNetwork args)
|
|
{
|
|
if (args.UiKey is not SurveillanceCameraSetupUiKey key
|
|
|| key != SurveillanceCameraSetupUiKey.Camera)
|
|
{
|
|
return;
|
|
}
|
|
if (args.Network < 0 || args.Network >= component.AvailableNetworks.Count)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!_prototypeManager.TryIndex<DeviceFrequencyPrototype>(component.AvailableNetworks[args.Network],
|
|
out var frequency))
|
|
{
|
|
return;
|
|
}
|
|
|
|
_deviceNetworkSystem.SetReceiveFrequency(uid, frequency.Frequency);
|
|
component.NetworkSet = true;
|
|
UpdateSetupInterface(uid, component);
|
|
}
|
|
|
|
private void OpenSetupInterface(EntityUid uid, EntityUid player, SurveillanceCameraComponent? camera = null)
|
|
{
|
|
if (!Resolve(uid, ref camera))
|
|
return;
|
|
|
|
if (!_userInterface.TryOpenUi(uid, SurveillanceCameraSetupUiKey.Camera, player))
|
|
return;
|
|
|
|
UpdateSetupInterface(uid, camera);
|
|
}
|
|
|
|
private void UpdateSetupInterface(EntityUid uid, SurveillanceCameraComponent? camera = null, DeviceNetworkComponent? deviceNet = null)
|
|
{
|
|
if (!Resolve(uid, ref camera, ref deviceNet))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (camera.NameSet && camera.NetworkSet)
|
|
{
|
|
_userInterface.CloseUi(uid, SurveillanceCameraSetupUiKey.Camera);
|
|
return;
|
|
}
|
|
|
|
if (camera.AvailableNetworks.Count == 0)
|
|
{
|
|
if (deviceNet.ReceiveFrequencyId != null)
|
|
{
|
|
camera.AvailableNetworks.Add(deviceNet.ReceiveFrequencyId);
|
|
}
|
|
else if (!camera.NetworkSet)
|
|
{
|
|
_userInterface.CloseUi(uid, SurveillanceCameraSetupUiKey.Camera);
|
|
return;
|
|
}
|
|
}
|
|
|
|
var state = new SurveillanceCameraSetupBoundUiState(camera.CameraId, deviceNet.ReceiveFrequency ?? 0,
|
|
camera.AvailableNetworks, camera.NameSet, camera.NetworkSet);
|
|
_userInterface.SetUiState(uid, SurveillanceCameraSetupUiKey.Camera, state);
|
|
}
|
|
|
|
// If the camera deactivates for any reason, it must have all viewers removed,
|
|
// and the relevant event broadcast to all systems.
|
|
private void Deactivate(EntityUid camera, SurveillanceCameraComponent? component = null)
|
|
{
|
|
if (!Resolve(camera, ref component))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var ev = new SurveillanceCameraDeactivateEvent(camera);
|
|
|
|
RemoveActiveViewers(camera, new(component.ActiveViewers), null, component);
|
|
component.Active = false;
|
|
|
|
// Send a targetted event to all monitors.
|
|
foreach (var monitor in component.ActiveMonitors)
|
|
{
|
|
RaiseLocalEvent(monitor, ev, true);
|
|
}
|
|
|
|
component.ActiveMonitors.Clear();
|
|
|
|
// Send a local event that's broadcasted everywhere afterwards.
|
|
RaiseLocalEvent(ev);
|
|
|
|
UpdateVisuals(camera, component);
|
|
}
|
|
|
|
public void SetActive(EntityUid camera, bool setting, SurveillanceCameraComponent? component = null)
|
|
{
|
|
if (!Resolve(camera, ref component))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (setting)
|
|
{
|
|
var attemptEv = new SurveillanceCameraSetActiveAttemptEvent();
|
|
RaiseLocalEvent(camera, ref attemptEv);
|
|
if (attemptEv.Cancelled)
|
|
return;
|
|
component.Active = setting;
|
|
}
|
|
else
|
|
{
|
|
Deactivate(camera, component);
|
|
}
|
|
|
|
UpdateVisuals(camera, component);
|
|
}
|
|
|
|
public void AddActiveViewer(EntityUid camera, EntityUid player, EntityUid? monitor = null, SurveillanceCameraComponent? component = null, ActorComponent? actor = null)
|
|
{
|
|
if (!Resolve(camera, ref component)
|
|
|| !component.Active
|
|
|| !Resolve(player, ref actor))
|
|
{
|
|
return;
|
|
}
|
|
|
|
_viewSubscriberSystem.AddViewSubscriber(camera, actor.PlayerSession);
|
|
component.ActiveViewers.Add(player);
|
|
|
|
if (monitor != null)
|
|
{
|
|
component.ActiveMonitors.Add(monitor.Value);
|
|
}
|
|
|
|
UpdateVisuals(camera, component);
|
|
}
|
|
|
|
public void AddActiveViewers(EntityUid camera, HashSet<EntityUid> players, EntityUid? monitor = null, SurveillanceCameraComponent? component = null)
|
|
{
|
|
if (!Resolve(camera, ref component) || !component.Active)
|
|
{
|
|
return;
|
|
}
|
|
|
|
foreach (var player in players)
|
|
{
|
|
AddActiveViewer(camera, player, monitor, component);
|
|
}
|
|
|
|
// Add monitor without viewers
|
|
if (players.Count == 0 && monitor != null)
|
|
{
|
|
component.ActiveMonitors.Add(monitor.Value);
|
|
UpdateVisuals(camera, component);
|
|
}
|
|
}
|
|
|
|
// Switch the set of active viewers from one camera to another.
|
|
public void SwitchActiveViewers(EntityUid oldCamera, EntityUid newCamera, HashSet<EntityUid> players, EntityUid? monitor = null, SurveillanceCameraComponent? oldCameraComponent = null, SurveillanceCameraComponent? newCameraComponent = null)
|
|
{
|
|
if (!Resolve(oldCamera, ref oldCameraComponent)
|
|
|| !Resolve(newCamera, ref newCameraComponent)
|
|
|| !oldCameraComponent.Active
|
|
|| !newCameraComponent.Active)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (monitor != null)
|
|
{
|
|
oldCameraComponent.ActiveMonitors.Remove(monitor.Value);
|
|
newCameraComponent.ActiveMonitors.Add(monitor.Value);
|
|
}
|
|
|
|
foreach (var player in players)
|
|
{
|
|
RemoveActiveViewer(oldCamera, player, null, oldCameraComponent);
|
|
AddActiveViewer(newCamera, player, null, newCameraComponent);
|
|
}
|
|
}
|
|
|
|
public void RemoveActiveViewer(EntityUid camera, EntityUid player, EntityUid? monitor = null, SurveillanceCameraComponent? component = null, ActorComponent? actor = null)
|
|
{
|
|
if (!Resolve(camera, ref component))
|
|
return;
|
|
|
|
if (Resolve(player, ref actor))
|
|
_viewSubscriberSystem.RemoveViewSubscriber(camera, actor.PlayerSession);
|
|
|
|
component.ActiveViewers.Remove(player);
|
|
|
|
if (monitor != null)
|
|
{
|
|
component.ActiveMonitors.Remove(monitor.Value);
|
|
}
|
|
|
|
UpdateVisuals(camera, component);
|
|
}
|
|
|
|
public void RemoveActiveViewers(EntityUid camera, HashSet<EntityUid> players, EntityUid? monitor = null, SurveillanceCameraComponent? component = null)
|
|
{
|
|
if (!Resolve(camera, ref component))
|
|
{
|
|
return;
|
|
}
|
|
|
|
foreach (var player in players)
|
|
{
|
|
RemoveActiveViewer(camera, player, monitor, component);
|
|
}
|
|
|
|
// Even if not removing any viewers, remove the monitor
|
|
if (players.Count == 0 && monitor != null)
|
|
{
|
|
component.ActiveMonitors.Remove(monitor.Value);
|
|
UpdateVisuals(camera, component);
|
|
}
|
|
}
|
|
|
|
private void UpdateVisuals(EntityUid uid, SurveillanceCameraComponent? component = null, AppearanceComponent? appearance = null)
|
|
{
|
|
// Don't log missing, because otherwise tests fail.
|
|
if (!Resolve(uid, ref component, ref appearance, false))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var key = SurveillanceCameraVisuals.Disabled;
|
|
|
|
if (component.Active)
|
|
{
|
|
key = SurveillanceCameraVisuals.Active;
|
|
}
|
|
|
|
if (component.ActiveViewers.Count > 0 || component.ActiveMonitors.Count > 0)
|
|
{
|
|
key = SurveillanceCameraVisuals.InUse;
|
|
}
|
|
|
|
_appearance.SetData(uid, SurveillanceCameraVisualsKey.Key, key, appearance);
|
|
}
|
|
|
|
private void OnEmpPulse(EntityUid uid, SurveillanceCameraComponent component, ref EmpPulseEvent args)
|
|
{
|
|
if (component.Active)
|
|
{
|
|
args.Affected = true;
|
|
args.Disabled = true;
|
|
SetActive(uid, false);
|
|
}
|
|
}
|
|
|
|
private void OnEmpDisabledRemoved(EntityUid uid, SurveillanceCameraComponent component, ref EmpDisabledRemoved args)
|
|
{
|
|
SetActive(uid, true);
|
|
}
|
|
}
|
|
|
|
public sealed class OnSurveillanceCameraViewerAddEvent : EntityEventArgs
|
|
{
|
|
|
|
}
|
|
|
|
public sealed class OnSurveillanceCameraViewerRemoveEvent : EntityEventArgs
|
|
{
|
|
|
|
}
|
|
|
|
// What happens when a camera deactivates.
|
|
public sealed class SurveillanceCameraDeactivateEvent : EntityEventArgs
|
|
{
|
|
public EntityUid Camera { get; }
|
|
|
|
public SurveillanceCameraDeactivateEvent(EntityUid camera)
|
|
{
|
|
Camera = camera;
|
|
}
|
|
}
|
|
|
|
[ByRefEvent]
|
|
public record struct SurveillanceCameraSetActiveAttemptEvent(bool Cancelled);
|