* Get rid of the OverlayEffectsComponent stuff because it just ended up creating workarounds for it's bugs, without removing any functionality * Flashes and Flashbangs use the same code now (the Flashable path because it's better)
78 lines
2.6 KiB
C#
78 lines
2.6 KiB
C#
using Content.Server.Administration;
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using Content.Server.Interfaces;
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using Content.Shared;
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using Content.Shared.Network.NetMessages;
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using Content.Shared.Administration;
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using Content.Shared.Interfaces;
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using Robust.Server.Interfaces.Console;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Utility;
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namespace Content.Server
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{
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public class ServerNotifyManager : SharedNotifyManager, IServerNotifyManager
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{
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[Dependency] private readonly IServerNetManager _netManager = default!;
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private bool _initialized;
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public void Initialize()
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{
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DebugTools.Assert(!_initialized);
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_netManager.RegisterNetMessage<MsgDoNotifyCursor>(nameof(MsgDoNotifyCursor));
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_netManager.RegisterNetMessage<MsgDoNotifyCoordinates>(nameof(MsgDoNotifyCoordinates));
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_netManager.RegisterNetMessage<MsgDoNotifyEntity>(nameof(MsgDoNotifyEntity));
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_initialized = true;
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}
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public override void PopupMessage(IEntity source, IEntity viewer, string message)
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{
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if (!viewer.TryGetComponent(out IActorComponent actor))
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{
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return;
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}
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var netMessage = _netManager.CreateNetMessage<MsgDoNotifyEntity>();
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netMessage.Entity = source.Uid;
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netMessage.Message = message;
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_netManager.ServerSendMessage(netMessage, actor.playerSession.ConnectedClient);
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}
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public override void PopupMessage(EntityCoordinates coordinates, IEntity viewer, string message)
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{
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if (!viewer.TryGetComponent(out IActorComponent actor))
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{
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return;
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}
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var netMessage = _netManager.CreateNetMessage<MsgDoNotifyCoordinates>();
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netMessage.Coordinates = coordinates;
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netMessage.Message = message;
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_netManager.ServerSendMessage(netMessage, actor.playerSession.ConnectedClient);
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}
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public override void PopupMessageCursor(IEntity viewer, string message)
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{
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if (!viewer.TryGetComponent(out IActorComponent actor))
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{
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return;
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}
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var netMessage = _netManager.CreateNetMessage<MsgDoNotifyCursor>();
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netMessage.Message = message;
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_netManager.ServerSendMessage(netMessage, actor.playerSession.ConnectedClient);
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}
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}
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}
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