Re-implement chat in content. (#198)
* OOC is a word. * Re-implement chat in content.
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@@ -4,12 +4,12 @@ using System.Linq;
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using Content.Server.GameObjects;
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using Content.Server.GameObjects.Components.Markers;
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using Content.Server.GameTicking.GamePresets;
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using Content.Server.Interfaces.Chat;
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using Content.Server.Interfaces.GameTicking;
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using Content.Server.Mobs;
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using Content.Server.Players;
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using Content.Shared;
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using Content.Shared.GameObjects.Components.Inventory;
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using SS14.Server.Interfaces.Chat;
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using SS14.Server.Interfaces.Console;
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using SS14.Server.Interfaces.Maps;
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using SS14.Server.Interfaces.Player;
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@@ -321,8 +321,7 @@ namespace Content.Server.GameTicking
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// timer time must be > tick length
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Timer.Spawn(0, args.Session.JoinGame);
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_chatManager.DispatchMessage(ChatChannel.Server, "Game: Player joined server!",
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args.Session.SessionId);
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_chatManager.DispatchServerAnnouncement($"Player {args.Session.SessionId} joined server!");
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if (LobbyEnabled && _roundStartCountdownHasNotStartedYetDueToNoPlayers)
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{
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@@ -360,8 +359,7 @@ namespace Content.Server.GameTicking
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}
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}
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_chatManager.DispatchMessage(ChatChannel.Server, "Game: Player joined Game!",
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args.Session.SessionId);
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_chatManager.DispatchServerAnnouncement($"Player {args.Session.SessionId} joined game!");
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break;
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}
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@@ -372,7 +370,7 @@ namespace Content.Server.GameTicking
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_playersInLobby.Remove(session);
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}
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_chatManager.DispatchMessage(ChatChannel.Server, "Game: Player left!", args.Session.SessionId);
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_chatManager.DispatchServerAnnouncement($"Player {args.Session.SessionId} left server!");
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break;
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}
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}
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