Re-organize all projects (#4166)
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69
Content.Server/Damage/Commands/GodModeCommand.cs
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69
Content.Server/Damage/Commands/GodModeCommand.cs
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#nullable enable
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using Content.Server.Administration;
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using Content.Shared.Administration;
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using Robust.Server.Player;
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using Robust.Shared.Console;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.Damage.Commands
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{
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[AdminCommand(AdminFlags.Admin)]
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public class GodModeCommand : IConsoleCommand
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{
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public string Command => "godmode";
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public string Description => "Makes your entity or another invulnerable to almost anything. May have irreversible changes.";
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public string Help => $"Usage: {Command} / {Command} <entityUid>";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var player = shell.Player as IPlayerSession;
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IEntity entity;
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switch (args.Length)
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{
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case 0:
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if (player == null)
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{
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shell.WriteLine("An entity needs to be specified when the command isn't used by a player.");
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return;
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}
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if (player.AttachedEntity == null)
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{
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shell.WriteLine("An entity needs to be specified when you aren't attached to an entity.");
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return;
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}
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entity = player.AttachedEntity;
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break;
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case 1:
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if (!EntityUid.TryParse(args[0], out var id))
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{
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shell.WriteLine($"{args[0]} isn't a valid entity id.");
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return;
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}
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var entityManager = IoCManager.Resolve<IEntityManager>();
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if (!entityManager.TryGetEntity(id, out var parsedEntity))
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{
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shell.WriteLine($"No entity found with id {id}.");
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return;
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}
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entity = parsedEntity;
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break;
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default:
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shell.WriteLine(Help);
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return;
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}
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var godmodeSystem = EntitySystem.Get<GodmodeSystem>();
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var enabled = godmodeSystem.ToggleGodmode(entity);
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shell.WriteLine(enabled
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? $"Enabled godmode for entity {entity.Name} with id {entity.Uid}"
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: $"Disabled godmode for entity {entity.Name} with id {entity.Uid}");
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}
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}
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}
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