* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
56 lines
1.7 KiB
C#
56 lines
1.7 KiB
C#
#nullable enable
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using Content.Server.Administration;
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using Content.Shared.Administration;
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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.Commands
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{
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[AdminCommand(AdminFlags.Debug)]
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public class SetAnchorCommand : IConsoleCommand
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{
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public string Command => "setanchor";
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public string Description => "Sets the anchoring state of an entity.";
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public string Help => "setanchor <entity id> <value (optional)>";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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if (args.Length == 0 || args.Length > 2)
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{
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shell.WriteLine("Invalid number of argument!");
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return;
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}
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if (!int.TryParse(args[0], out var id))
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{
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shell.WriteLine("Invalid argument specified!");
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return;
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}
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var entId = new EntityUid(id);
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var entityManager = IoCManager.Resolve<IEntityManager>();
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if (!entityManager.TryGetEntity(entId, out var entity) || entity.Deleted || !entity.TryGetComponent(out PhysicsComponent? physics))
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{
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shell.WriteLine("Invalid entity specified!");
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return;
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}
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if (args.Length == 2)
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{
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if (!bool.TryParse(args[1], out var value))
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{
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shell.WriteLine("Invalid argument specified!");
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return;
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}
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physics.Anchored = value;
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return;
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}
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physics.Anchored = !physics.Anchored;
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}
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}
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}
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