Command resolves and LEC conversions batch 4 (#38382)
* reeeecolllaaaaaaaa * gonna convert these to public while I'm here for consistency sake * requested changes.
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@@ -6,17 +6,17 @@ using Robust.Shared.Enums;
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namespace Content.Server.Chat.Commands
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{
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[AnyCommand]
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internal sealed class MeCommand : IConsoleCommand
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internal sealed class MeCommand : LocalizedEntityCommands
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{
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public string Command => "me";
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public string Description => "Perform an action.";
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public string Help => "me <text>";
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[Dependency] private readonly ChatSystem _chatSystem = default!;
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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public override string Command => "me";
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public override 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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shell.WriteError(Loc.GetString($"shell-cannot-run-command-from-server"));
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return;
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}
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@@ -25,7 +25,7 @@ namespace Content.Server.Chat.Commands
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if (player.AttachedEntity is not {} playerEntity)
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{
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shell.WriteError("You don't have an entity!");
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shell.WriteError(Loc.GetString($"shell-must-be-attached-to-entity"));
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return;
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}
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@@ -36,8 +36,7 @@ namespace Content.Server.Chat.Commands
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if (string.IsNullOrEmpty(message))
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return;
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IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<ChatSystem>()
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.TrySendInGameICMessage(playerEntity, message, InGameICChatType.Emote, ChatTransmitRange.Normal, false, shell, player);
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_chatSystem.TrySendInGameICMessage(playerEntity, message, InGameICChatType.Emote, ChatTransmitRange.Normal, false, shell, player);
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}
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}
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}
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