using Robust.Server.Player; using Robust.Shared.GameObjects; namespace Content.Server.Chat.Managers { public interface IChatManager { void Initialize(); /// /// Dispatch a server announcement to every connected player. /// void DispatchServerAnnouncement(string message); /// /// Station announcement to every player /// /// /// /// If the default 'PA' sound should be played. void DispatchStationAnnouncement(string message, string sender = "CentComm", bool playDefaultSound = true); void DispatchServerMessage(IPlayerSession player, string message); /// If true, message will not be logged to chat boxes but will still produce a speech bubble. void EntitySay(EntityUid source, string message, bool hideChat=false); void EntityMe(EntityUid source, string action); void EntityLOOC(EntityUid source, string message); void SendOOC(IPlayerSession player, string message); void SendAdminChat(IPlayerSession player, string message); void SendDeadChat(IPlayerSession player, string message); void SendAdminDeadChat(IPlayerSession player, string message); void SendHookOOC(string sender, string message); delegate string TransformChat(EntityUid speaker, string message); void RegisterChatTransform(TransformChat handler); void SendAdminAnnouncement(string message); } }