Admin improvements for Looc and Deadchat (#41273)
* looc and deadchat speak interrupt events * comment * admin log tweak * clean up log entity targets; switch admin deadchat logged entity from player to mob * one event only * rename event, broadcast player session with the event
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@@ -1,4 +1,5 @@
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using Content.Shared.ActionBlocker;
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using Content.Shared.Chat;
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using Content.Shared.Emoting;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Item;
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@@ -31,6 +32,8 @@ public sealed class AdminFrozenSystem : EntitySystem
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SubscribeLocalEvent<AdminFrozenComponent, ChangeDirectionAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<AdminFrozenComponent, EmoteAttemptEvent>(OnEmoteAttempt);
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SubscribeLocalEvent<AdminFrozenComponent, SpeakAttemptEvent>(OnSpeakAttempt);
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SubscribeLocalEvent<AdminFrozenComponent, InGameOocMessageAttemptEvent>(OnInGameOocMessageAttempt);
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SubscribeLocalEvent<InGameOocMessageAttemptEvent>(OnInGameOocMessageAttemptBroadcast);
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}
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/// <summary>
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@@ -56,6 +59,20 @@ public sealed class AdminFrozenSystem : EntitySystem
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args.Cancel();
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}
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private void OnInGameOocMessageAttempt(Entity<AdminFrozenComponent> ent, ref InGameOocMessageAttemptEvent args)
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{
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if (!ent.Comp.Muted)
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return;
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// Despite Type being available, Admin Mute does not care to differentiate. If you are out, you are out.
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args.Cancelled = true;
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}
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private void OnInGameOocMessageAttemptBroadcast(ref InGameOocMessageAttemptEvent args)
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{
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//TODO Player LOOC mute/ban. Session is in the args, but where to store/check the muted state?
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}
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private void OnAttempt(EntityUid uid, AdminFrozenComponent component, CancellableEntityEventArgs args)
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{
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args.Cancel();
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