Re-organize all projects (#4166)
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60
Content.Server/GameTicking/Commands/RespawnCommand.cs
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60
Content.Server/GameTicking/Commands/RespawnCommand.cs
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using Content.Server.Players;
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using Robust.Server.Player;
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using Robust.Shared.Console;
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using Robust.Shared.IoC;
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using Robust.Shared.Network;
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namespace Content.Server.GameTicking.Commands
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{
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class RespawnCommand : IConsoleCommand
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{
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public string Command => "respawn";
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public string Description => "Respawns a player, kicking them back to the lobby.";
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public string Help => "respawn [player]";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var player = shell.Player as IPlayerSession;
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if (args.Length > 1)
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{
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shell.WriteLine("Must provide <= 1 argument.");
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return;
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}
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var playerMgr = IoCManager.Resolve<IPlayerManager>();
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var ticker = IoCManager.Resolve<IGameTicker>();
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NetUserId userId;
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if (args.Length == 0)
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{
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if (player == null)
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{
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shell.WriteLine("If not a player, an argument must be given.");
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return;
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}
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userId = player.UserId;
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}
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else if (!playerMgr.TryGetUserId(args[0], out userId))
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{
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shell.WriteLine("Unknown player");
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return;
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}
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if (!playerMgr.TryGetSessionById(userId, out var targetPlayer))
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{
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if (!playerMgr.TryGetPlayerData(userId, out var data))
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{
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shell.WriteLine("Unknown player");
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return;
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}
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data.ContentData()?.WipeMind();
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shell.WriteLine("Player is not currently online, but they will respawn if they come back online");
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return;
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}
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ticker.Respawn(targetPlayer);
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}
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}
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}
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