* Changeling WIP * UI * Pointers fix * Moved out abilities * Regenerate ability * Fixed Regenerate ability Prevent ghosting while regenerating * Cleanup * Base lesser form * Finished Lesser Form && Transform * Transform Sting * Blind Sting * Mute Sting Added OnExamine on absorbed human * Hallucination Sting Changeling Absorb and transfer absorbed entities to absorber * Cryogenic Sting * Adrenaline Sacs * Transform now uses Polymorph * Armblade, Shield, Armor * Tentacle Arm ability Tentacle Gun system * WIP with bugs * WiP bugs * fix implant transfer * Fixed bugs with shop transfer and actions transfer * Just in case * Vi sitter i ventrilo och spelar DotA * Fixes and proper LesserForm tracking * !!!!! * Fixed empty buttons * WIP Gamerule Ready - shop * nerf stun time cause its sucks * cleaning * just in case * Absorb DNA Objective. * Partial objectives with bugs * fix * fix pointer * Changeling objectives * Changeling objectives №2 * Admin verb, game rule * Fixed empty list check Icons for objectives * Changeling chat, changeling names etc. * fix some merge errors * - fix: Fixed all bugs with changeling --------- Co-authored-by: Y-Parvus <yevhen.parvus@gmail.com> Co-authored-by: Y-Parvus <61109031+Y-Parvus@users.noreply.github.com> Co-authored-by: HitPanda <104197232+EnefFlow@users.noreply.github.com> Co-authored-by: EnefFlow <regeto90@mail.ru>
44 lines
1.2 KiB
C#
44 lines
1.2 KiB
C#
using Content.Server.Chat.Managers;
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using Content.Server.Chat.Systems;
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using Content.Shared.Administration;
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using Content.Shared.Changeling;
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using Robust.Shared.Console;
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using Robust.Shared.Enums;
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namespace Content.Server.Chat.Commands;
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[AnyCommand]
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internal sealed class ChangelingChatCommand : IConsoleCommand
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{
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public string Command => "gsay";
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public string Description => "Send changeling Hive message";
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public string Help => "gsay <text>";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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if (shell.Player is not { } player)
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{
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shell.WriteError("This command cannot be run from the server.");
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return;
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}
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if (player.AttachedEntity is not { Valid: true } entity)
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return;
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if (args.Length < 1)
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return;
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var entityManager = IoCManager.Resolve<IEntityManager>();
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if (!entityManager.HasComponent<ChangelingComponent>(entity))
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return;
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var message = string.Join(" ", args).Trim();
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if (string.IsNullOrEmpty(message))
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return;
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entityManager.System<ChatSystem>().TrySendInGameOOCMessage(entity, message,
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InGameOOCChatType.Changeling, false, shell, player);
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}
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}
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