* split admin chat into new channel * add ability to play audio when a chat message is received and add audio to admin chat * give client control of AdminChat sound and volume + suppress sound for senders
39 lines
1.9 KiB
C#
39 lines
1.9 KiB
C#
using Content.Shared.Chat;
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using Robust.Server.Player;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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namespace Content.Server.Chat.Managers
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{
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public interface IChatManager
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{
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void Initialize();
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/// <summary>
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/// Dispatch a server announcement to every connected player.
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/// </summary>
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/// <param name="message"></param>
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/// <param name="colorOverride">Override the color of the message being sent.</param>
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void DispatchServerAnnouncement(string message, Color? colorOverride = null);
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void DispatchServerMessage(IPlayerSession player, string message);
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void TrySendOOCMessage(IPlayerSession player, string message, OOCChatType type);
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void SendHookOOC(string sender, string message);
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void SendAdminAnnouncement(string message);
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void ChatMessageToOne(ChatChannel channel, string message, string wrappedMessage, EntityUid source, bool hideChat,
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INetChannel client, Color? colorOverride = null, bool recordReplay = false, string? audioPath = null, float audioVolume = 0);
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void ChatMessageToMany(ChatChannel channel, string message, string wrappedMessage, EntityUid source, bool hideChat, bool recordReplay,
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IEnumerable<INetChannel> clients, Color? colorOverride = null, string? audioPath = null, float audioVolume = 0);
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void ChatMessageToManyFiltered(Filter filter, ChatChannel channel, string message, string wrappedMessage, EntityUid source, bool hideChat, bool recordReplay, Color? colorOverride, string? audioPath = null, float audioVolume = 0);
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void ChatMessageToAll(ChatChannel channel, string message, string wrappedMessage, EntityUid source, bool hideChat, bool recordReplay, Color? colorOverride = null, string? audioPath = null, float audioVolume = 0);
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bool MessageCharacterLimit(IPlayerSession player, string message);
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}
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}
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