Only disable panicbunker for admins with AdminFlags.Admin (#33879)
* Only disable panicbunker for admins with AdminFlags.Admin * nicer curly braces
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@@ -337,10 +337,15 @@ public sealed class AdminSystem : EntitySystem
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private void UpdatePanicBunker()
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{
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var admins = PanicBunker.CountDeadminnedAdmins
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? _adminManager.AllAdmins
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: _adminManager.ActiveAdmins;
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var hasAdmins = admins.Any();
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var hasAdmins = false;
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foreach (var admin in _adminManager.AllAdmins)
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{
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if (_adminManager.HasAdminFlag(admin, AdminFlags.Admin, includeDeAdmin: PanicBunker.CountDeadminnedAdmins))
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{
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hasAdmins = true;
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break;
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}
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}
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// TODO Fix order dependent Cvars
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// Please for the sake of my sanity don't make cvars & order dependent.
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@@ -31,10 +31,11 @@ namespace Content.Shared.Administration
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/// Checks whether this admin has an admin flag.
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/// </summary>
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/// <param name="flag">The flags to check. Multiple flags can be specified, they must all be held.</param>
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/// <param name="includeDeAdmin">If true then also count flags even if the admin has de-adminned.</param>
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/// <returns>False if this admin is not <see cref="Active"/> or does not have all the flags specified.</returns>
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public bool HasFlag(AdminFlags flag)
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public bool HasFlag(AdminFlags flag, bool includeDeAdmin = false)
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{
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return Active && (Flags & flag) == flag;
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return (includeDeAdmin || Active) && (Flags & flag) == flag;
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}
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/// <summary>
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@@ -37,11 +37,14 @@ public interface ISharedAdminManager
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/// <remarks>
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/// When used by the client, this only returns accurate results for the player's own entity.
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/// </remarks>
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/// <param name="includeDeAdmin">
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/// Whether to check flags even for admins that are current de-adminned.
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/// </param>
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/// <returns>True if the player is and admin and has the specified flags.</returns>
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bool HasAdminFlag(EntityUid player, AdminFlags flag)
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bool HasAdminFlag(EntityUid player, AdminFlags flag, bool includeDeAdmin = false)
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{
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var data = GetAdminData(player);
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return data != null && data.HasFlag(flag);
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var data = GetAdminData(player, includeDeAdmin);
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return data != null && data.HasFlag(flag, includeDeAdmin);
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}
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/// <summary>
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@@ -50,11 +53,14 @@ public interface ISharedAdminManager
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/// <remarks>
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/// When used by the client, this only returns accurate results for the player's own session.
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/// </remarks>
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/// <param name="includeDeAdmin">
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/// Whether to check flags even for admins that are current de-adminned.
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/// </param>
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/// <returns>True if the player is and admin and has the specified flags.</returns>
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bool HasAdminFlag(ICommonSession player, AdminFlags flag)
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bool HasAdminFlag(ICommonSession player, AdminFlags flag, bool includeDeAdmin = false)
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{
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var data = GetAdminData(player);
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return data != null && data.HasFlag(flag);
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var data = GetAdminData(player, includeDeAdmin);
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return data != null && data.HasFlag(flag, includeDeAdmin);
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}
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/// <summary>
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@@ -154,6 +154,7 @@ public sealed partial class CCVars
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/// <summary>
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/// Whether or not the panic bunker will enable when no admins are online.
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/// This counts everyone with the 'Admin' AdminFlag.
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/// </summary>
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public static readonly CVarDef<bool> PanicBunkerEnableWithoutAdmins =
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CVarDef.Create("game.panic_bunker.enable_without_admins", false, CVar.SERVERONLY);
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