42 lines
1.6 KiB
C#
42 lines
1.6 KiB
C#
using Robust.Server.Player;
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using Robust.Shared.GameObjects;
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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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void DispatchServerAnnouncement(string message);
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/// <summary>
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/// Station announcement to every player
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/// </summary>
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/// <param name="message"></param>
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/// <param name="sender"></param>
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/// <param name="playDefaultSound">If the default 'PA' sound should be played.</param>
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void DispatchStationAnnouncement(string message, string sender = "CentComm", bool playDefaultSound = true);
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void DispatchServerMessage(IPlayerSession player, string message);
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/// <param name="hideChat">If true, message will not be logged to chat boxes but will still produce a speech bubble.</param>
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void EntitySay(EntityUid source, string message, bool hideChat=false);
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void EntityMe(EntityUid source, string action);
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void EntityLOOC(EntityUid source, string message);
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void SendOOC(IPlayerSession player, string message);
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void SendAdminChat(IPlayerSession player, string message);
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void SendDeadChat(IPlayerSession player, string message);
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void SendAdminDeadChat(IPlayerSession player, string message);
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void SendHookOOC(string sender, string message);
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delegate string TransformChat(EntityUid speaker, string message);
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void RegisterChatTransform(TransformChat handler);
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void SendAdminAnnouncement(string message);
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}
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}
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