# 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
484 lines
17 KiB
C#
484 lines
17 KiB
C#
using System.Linq;
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using Content.Server.Administration.Managers;
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using Content.Server.Chat.Managers;
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using Content.Server.Forensics;
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using Content.Server.GameTicking;
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using Content.Server.Hands.Systems;
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using Content.Server.Mind;
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using Content.Server.Players.PlayTimeTracking;
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using Content.Server.Popups;
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using Content.Server.StationRecords.Systems;
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using Content.Shared.Administration;
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using Content.Shared.Administration.Events;
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using Content.Shared.CCVar;
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using Content.Shared.Forensics.Components;
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using Content.Shared.GameTicking;
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using Content.Shared.Hands.Components;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Inventory;
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using Content.Shared.Mind;
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using Content.Shared.PDA;
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using Content.Shared.Players.PlayTimeTracking;
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using Content.Shared.Popups;
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using Content.Shared.Roles;
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using Content.Shared.Roles.Jobs;
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using Content.Shared.StationRecords;
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using Content.Shared.Throwing;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Content.Sunrise.Interfaces.Shared; // Sunrise-Sponsors
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namespace Content.Server.Administration.Systems;
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public sealed class AdminSystem : EntitySystem
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{
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[Dependency] private readonly IAdminManager _adminManager = default!;
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[Dependency] private readonly IChatManager _chat = default!;
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[Dependency] private readonly IConfigurationManager _config = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly HandsSystem _hands = default!;
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[Dependency] private readonly SharedJobSystem _jobs = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly MindSystem _minds = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly PhysicsSystem _physics = default!;
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[Dependency] private readonly PlayTimeTrackingManager _playTime = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly SharedRoleSystem _role = default!;
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly StationRecordsSystem _stationRecords = default!;
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[Dependency] private readonly TransformSystem _transform = default!;
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private readonly Dictionary<NetUserId, PlayerInfo> _playerList = new();
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/// <summary>
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/// Set of players that have participated in this round.
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/// </summary>
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public IReadOnlySet<NetUserId> RoundActivePlayers => _roundActivePlayers;
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private readonly HashSet<NetUserId> _roundActivePlayers = new();
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public readonly PanicBunkerStatus PanicBunker = new();
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private ISharedSponsorsManager? _sponsorsManager; // Sunrise-Sponsors
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public override void Initialize()
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{
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base.Initialize();
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_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
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_adminManager.OnPermsChanged += OnAdminPermsChanged;
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_playTime.SessionPlayTimeUpdated += OnSessionPlayTimeUpdated;
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// Panic Bunker Settings
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Subs.CVar(_config, CCVars.PanicBunkerEnabled, OnPanicBunkerChanged, true);
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Subs.CVar(_config, CCVars.PanicBunkerDisableWithAdmins, OnPanicBunkerDisableWithAdminsChanged, true);
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Subs.CVar(_config, CCVars.PanicBunkerEnableWithoutAdmins, OnPanicBunkerEnableWithoutAdminsChanged, true);
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Subs.CVar(_config, CCVars.PanicBunkerCountDeadminnedAdmins, OnPanicBunkerCountDeadminnedAdminsChanged, true);
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Subs.CVar(_config, CCVars.PanicBunkerShowReason, OnPanicBunkerShowReasonChanged, true);
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Subs.CVar(_config, CCVars.PanicBunkerMinAccountAge, OnPanicBunkerMinAccountAgeChanged, true);
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Subs.CVar(_config, CCVars.PanicBunkerMinOverallMinutes, OnPanicBunkerMinOverallMinutesChanged, true);
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SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<PlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<RoleAddedEvent>(OnRoleEvent);
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SubscribeLocalEvent<RoleRemovedEvent>(OnRoleEvent);
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SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundRestartCleanup);
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SubscribeLocalEvent<ActorComponent, EntityRenamedEvent>(OnPlayerRenamed);
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SubscribeLocalEvent<ActorComponent, IdentityChangedEvent>(OnIdentityChanged);
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IoCManager.Instance!.TryResolveType(out _sponsorsManager); // Sunrise-Sponsors
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}
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private void OnRoundRestartCleanup(RoundRestartCleanupEvent ev)
|
|
{
|
|
_roundActivePlayers.Clear();
|
|
|
|
foreach (var (id, data) in _playerList)
|
|
{
|
|
if (!data.ActiveThisRound)
|
|
continue;
|
|
|
|
if (!_playerManager.TryGetPlayerData(id, out var playerData))
|
|
return;
|
|
|
|
_playerManager.TryGetSessionById(id, out var session);
|
|
_playerList[id] = GetPlayerInfo(playerData, session);
|
|
}
|
|
|
|
var updateEv = new FullPlayerListEvent() { PlayersInfo = _playerList.Values.ToList() };
|
|
|
|
foreach (var admin in _adminManager.ActiveAdmins)
|
|
{
|
|
RaiseNetworkEvent(updateEv, admin.Channel);
|
|
}
|
|
}
|
|
|
|
private void OnPlayerRenamed(Entity<ActorComponent> ent, ref EntityRenamedEvent args)
|
|
{
|
|
UpdatePlayerList(ent.Comp.PlayerSession);
|
|
}
|
|
|
|
public void UpdatePlayerList(ICommonSession player)
|
|
{
|
|
_playerList[player.UserId] = GetPlayerInfo(player.Data, player);
|
|
|
|
var playerInfoChangedEvent = new PlayerInfoChangedEvent
|
|
{
|
|
PlayerInfo = _playerList[player.UserId]
|
|
};
|
|
|
|
foreach (var admin in _adminManager.ActiveAdmins)
|
|
{
|
|
RaiseNetworkEvent(playerInfoChangedEvent, admin.Channel);
|
|
}
|
|
}
|
|
|
|
public PlayerInfo? GetCachedPlayerInfo(NetUserId? netUserId)
|
|
{
|
|
if (netUserId == null)
|
|
return null;
|
|
|
|
_playerList.TryGetValue(netUserId.Value, out var value);
|
|
return value ?? null;
|
|
}
|
|
|
|
private void OnIdentityChanged(Entity<ActorComponent> ent, ref IdentityChangedEvent ev)
|
|
{
|
|
UpdatePlayerList(ent.Comp.PlayerSession);
|
|
}
|
|
|
|
private void OnRoleEvent(RoleEvent ev)
|
|
{
|
|
if (!ev.RoleTypeUpdate || !_playerManager.TryGetSessionById(ev.Mind.UserId, out var session))
|
|
return;
|
|
|
|
UpdatePlayerList(session);
|
|
}
|
|
|
|
private void OnAdminPermsChanged(AdminPermsChangedEventArgs obj)
|
|
{
|
|
UpdatePanicBunker();
|
|
|
|
if (!obj.IsAdmin)
|
|
{
|
|
RaiseNetworkEvent(new FullPlayerListEvent(), obj.Player.Channel);
|
|
return;
|
|
}
|
|
|
|
SendFullPlayerList(obj.Player);
|
|
}
|
|
|
|
private void OnPlayerDetached(PlayerDetachedEvent ev)
|
|
{
|
|
// If disconnected then the player won't have a connected entity to get character name from.
|
|
// The disconnected state gets sent by OnPlayerStatusChanged.
|
|
if (ev.Player.Status == SessionStatus.Disconnected)
|
|
return;
|
|
|
|
UpdatePlayerList(ev.Player);
|
|
}
|
|
|
|
private void OnPlayerAttached(PlayerAttachedEvent ev)
|
|
{
|
|
if (ev.Player.Status == SessionStatus.Disconnected)
|
|
return;
|
|
|
|
_roundActivePlayers.Add(ev.Player.UserId);
|
|
UpdatePlayerList(ev.Player);
|
|
}
|
|
|
|
public override void Shutdown()
|
|
{
|
|
base.Shutdown();
|
|
_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
|
|
_adminManager.OnPermsChanged -= OnAdminPermsChanged;
|
|
_playTime.SessionPlayTimeUpdated -= OnSessionPlayTimeUpdated;
|
|
}
|
|
|
|
private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
|
|
{
|
|
UpdatePlayerList(e.Session);
|
|
UpdatePanicBunker();
|
|
}
|
|
|
|
private void SendFullPlayerList(ICommonSession playerSession)
|
|
{
|
|
var ev = new FullPlayerListEvent();
|
|
|
|
ev.PlayersInfo = _playerList.Values.ToList();
|
|
|
|
RaiseNetworkEvent(ev, playerSession.Channel);
|
|
}
|
|
|
|
private PlayerInfo GetPlayerInfo(SessionData data, ICommonSession? session)
|
|
{
|
|
var name = data.UserName;
|
|
var entityName = string.Empty;
|
|
var identityName = string.Empty;
|
|
var sortWeight = 0;
|
|
|
|
// Visible (identity) name can be different from real name
|
|
if (session?.AttachedEntity != null)
|
|
{
|
|
entityName = Comp<MetaDataComponent>(session.AttachedEntity.Value).EntityName;
|
|
identityName = Identity.Name(session.AttachedEntity.Value, EntityManager);
|
|
}
|
|
|
|
var antag = false;
|
|
|
|
// Starting role, antagonist status and role type
|
|
RoleTypePrototype? roleType = null;
|
|
var startingRole = string.Empty;
|
|
LocId? subtype = null;
|
|
if (_minds.TryGetMind(session, out var mindId, out var mindComp) && mindComp is not null)
|
|
{
|
|
sortWeight = _role.GetRoleCompByTime(mindComp)?.Comp.SortWeight ?? 0;
|
|
|
|
if (_proto.TryIndex(mindComp.RoleType, out var role))
|
|
{
|
|
roleType = role;
|
|
subtype = mindComp.Subtype;
|
|
}
|
|
else
|
|
Log.Error($"{ToPrettyString(mindId)} has invalid Role Type '{mindComp.RoleType}'. Displaying '{Loc.GetString(RoleTypePrototype.FallbackName)}' instead");
|
|
|
|
antag = _role.MindIsAntagonist(mindId);
|
|
startingRole = _jobs.MindTryGetJobName(mindId);
|
|
}
|
|
|
|
// Connection status and playtime
|
|
var connected = session != null && session.Status is SessionStatus.Connected or SessionStatus.InGame;
|
|
|
|
// Start with the last available playtime data
|
|
var cachedInfo = GetCachedPlayerInfo(data.UserId);
|
|
var overallPlaytime = cachedInfo?.OverallPlaytime;
|
|
// Overwrite with current playtime data, unless it's null (such as if the player just disconnected)
|
|
if (session != null &&
|
|
_playTime.TryGetTrackerTimes(session, out var playTimes) &&
|
|
playTimes.TryGetValue(PlayTimeTrackingShared.TrackerOverall, out var playTime))
|
|
{
|
|
overallPlaytime = playTime;
|
|
}
|
|
|
|
// Sunrise-Sponsors-Start
|
|
var isSponsor = false;
|
|
var sponsorTitle = "";
|
|
if (_sponsorsManager != null)
|
|
{
|
|
isSponsor = _sponsorsManager.IsSponsor(data.UserId);
|
|
_sponsorsManager.TryGetOocTitle(data.UserId, out sponsorTitle);
|
|
}
|
|
// Sunrise-Sponsors-End
|
|
|
|
return new PlayerInfo(
|
|
name,
|
|
entityName,
|
|
identityName,
|
|
startingRole,
|
|
antag,
|
|
roleType?.ID,
|
|
subtype,
|
|
sortWeight,
|
|
GetNetEntity(session?.AttachedEntity),
|
|
data.UserId,
|
|
connected,
|
|
_roundActivePlayers.Contains(data.UserId),
|
|
overallPlaytime,
|
|
isSponsor,
|
|
sponsorTitle);
|
|
}
|
|
|
|
private void OnPanicBunkerChanged(bool enabled)
|
|
{
|
|
PanicBunker.Enabled = enabled;
|
|
_chat.SendAdminAlert(Loc.GetString(enabled
|
|
? "admin-ui-panic-bunker-enabled-admin-alert"
|
|
: "admin-ui-panic-bunker-disabled-admin-alert"
|
|
));
|
|
|
|
SendPanicBunkerStatusAll();
|
|
}
|
|
|
|
private void OnPanicBunkerDisableWithAdminsChanged(bool enabled)
|
|
{
|
|
PanicBunker.DisableWithAdmins = enabled;
|
|
UpdatePanicBunker();
|
|
}
|
|
|
|
private void OnPanicBunkerEnableWithoutAdminsChanged(bool enabled)
|
|
{
|
|
PanicBunker.EnableWithoutAdmins = enabled;
|
|
UpdatePanicBunker();
|
|
}
|
|
|
|
private void OnPanicBunkerCountDeadminnedAdminsChanged(bool enabled)
|
|
{
|
|
PanicBunker.CountDeadminnedAdmins = enabled;
|
|
UpdatePanicBunker();
|
|
}
|
|
|
|
private void OnPanicBunkerShowReasonChanged(bool enabled)
|
|
{
|
|
PanicBunker.ShowReason = enabled;
|
|
SendPanicBunkerStatusAll();
|
|
}
|
|
|
|
private void OnPanicBunkerMinAccountAgeChanged(int minutes)
|
|
{
|
|
PanicBunker.MinAccountAgeMinutes = minutes;
|
|
SendPanicBunkerStatusAll();
|
|
}
|
|
|
|
private void OnPanicBunkerMinOverallMinutesChanged(int minutes)
|
|
{
|
|
PanicBunker.MinOverallMinutes = minutes;
|
|
SendPanicBunkerStatusAll();
|
|
}
|
|
|
|
private void UpdatePanicBunker()
|
|
{
|
|
var hasAdmins = false;
|
|
foreach (var admin in _adminManager.AllAdmins)
|
|
{
|
|
if (_adminManager.HasAdminFlag(admin, AdminFlags.Admin, includeDeAdmin: PanicBunker.CountDeadminnedAdmins))
|
|
{
|
|
hasAdmins = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// TODO Fix order dependent Cvars
|
|
// Please for the sake of my sanity don't make cvars & order dependent.
|
|
// Just make a bool field on the system instead of having some cvars automatically modify other cvars.
|
|
//
|
|
// I.e., this:
|
|
// /sudo cvar game.panic_bunker.enabled true
|
|
// /sudo cvar game.panic_bunker.disable_with_admins true
|
|
// and this:
|
|
// /sudo cvar game.panic_bunker.disable_with_admins true
|
|
// /sudo cvar game.panic_bunker.enabled true
|
|
//
|
|
// should have the same effect, but currently setting the disable_with_admins can modify enabled.
|
|
|
|
if (hasAdmins && PanicBunker.DisableWithAdmins)
|
|
{
|
|
_config.SetCVar(CCVars.PanicBunkerEnabled, false);
|
|
}
|
|
else if (!hasAdmins && PanicBunker.EnableWithoutAdmins)
|
|
{
|
|
_config.SetCVar(CCVars.PanicBunkerEnabled, true);
|
|
}
|
|
|
|
SendPanicBunkerStatusAll();
|
|
}
|
|
|
|
private void SendPanicBunkerStatusAll()
|
|
{
|
|
var ev = new PanicBunkerChangedEvent(PanicBunker);
|
|
foreach (var admin in _adminManager.AllAdmins)
|
|
{
|
|
RaiseNetworkEvent(ev, admin);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Erases a player from the round.
|
|
/// This removes them and any trace of them from the round, deleting their
|
|
/// chat messages and showing a popup to other players.
|
|
/// Their items are dropped on the ground.
|
|
/// </summary>
|
|
public void Erase(NetUserId uid)
|
|
{
|
|
_chat.DeleteMessagesBy(uid);
|
|
|
|
var eraseEvent = new EraseEvent(uid);
|
|
|
|
if (!_minds.TryGetMind(uid, out var mindId, out var mind) || mind.OwnedEntity == null || TerminatingOrDeleted(mind.OwnedEntity.Value))
|
|
{
|
|
RaiseLocalEvent(ref eraseEvent);
|
|
return;
|
|
}
|
|
|
|
var entity = mind.OwnedEntity.Value;
|
|
|
|
if (TryComp(entity, out TransformComponent? transform))
|
|
{
|
|
var coordinates = _transform.GetMoverCoordinates(entity, transform);
|
|
var name = Identity.Entity(entity, EntityManager);
|
|
_popup.PopupCoordinates(Loc.GetString("admin-erase-popup", ("user", name)), coordinates, PopupType.LargeCaution);
|
|
var filter = Filter.Pvs(coordinates, 1, EntityManager, _playerManager);
|
|
var audioParams = new AudioParams().WithVolume(3);
|
|
_audio.PlayStatic("/Audio/Effects/pop_high.ogg", filter, coordinates, true, audioParams);
|
|
}
|
|
|
|
foreach (var item in _inventory.GetHandOrInventoryEntities(entity))
|
|
{
|
|
if (TryComp(item, out PdaComponent? pda) &&
|
|
TryComp(pda.ContainedId, out StationRecordKeyStorageComponent? keyStorage) &&
|
|
keyStorage.Key is { } key &&
|
|
_stationRecords.TryGetRecord(key, out GeneralStationRecord? record))
|
|
{
|
|
if (TryComp(entity, out DnaComponent? dna) &&
|
|
dna.DNA != record.DNA)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (TryComp(entity, out FingerprintComponent? fingerPrint) &&
|
|
fingerPrint.Fingerprint != record.Fingerprint)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
_stationRecords.RemoveRecord(key);
|
|
Del(item);
|
|
}
|
|
}
|
|
|
|
if (_inventory.TryGetContainerSlotEnumerator(entity, out var enumerator))
|
|
{
|
|
while (enumerator.NextItem(out var item, out var slot))
|
|
{
|
|
if (_inventory.TryUnequip(entity, entity, slot.Name, true, true))
|
|
_physics.ApplyAngularImpulse(item, ThrowingSystem.ThrowAngularImpulse);
|
|
}
|
|
}
|
|
|
|
if (TryComp(entity, out HandsComponent? hands))
|
|
{
|
|
foreach (var hand in _hands.EnumerateHands((entity, hands)))
|
|
{
|
|
_hands.TryDrop((entity, hands), hand, checkActionBlocker: false, doDropInteraction: false);
|
|
}
|
|
}
|
|
|
|
_minds.WipeMind(mindId, mind);
|
|
QueueDel(entity);
|
|
|
|
if (_playerManager.TryGetSessionById(uid, out var session))
|
|
_gameTicker.SpawnObserver(session);
|
|
|
|
RaiseLocalEvent(ref eraseEvent);
|
|
}
|
|
|
|
private void OnSessionPlayTimeUpdated(ICommonSession session)
|
|
{
|
|
UpdatePlayerList(session);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event fired after a player is erased by an admin
|
|
/// </summary>
|
|
/// <param name="PlayerNetUserId">NetUserId of the player that was the target of the Erase</param>
|
|
[ByRefEvent]
|
|
public record struct EraseEvent(NetUserId PlayerNetUserId);
|