* Remove unused IChatCommand. * Lots of refactoring into a shared context. * Removed ICommonSession from server concmd Execute. * Added argStr parameter to concmd execute. * The execute function of client concmds now returns void, use the new shell.RemoteExecuteCommand function to forward commands. * Finally move shells and commands into shared. * Console commands can now be registered directly without a class in a shared context. * Engine API Changes. * Repair rebase damage. * Update Submodule.
34 lines
1.1 KiB
C#
34 lines
1.1 KiB
C#
#nullable enable
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using Content.Server.Administration;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Administration;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Console;
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using Robust.Shared.GameObjects.Systems;
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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 ShowContainedContextCommand : IConsoleCommand
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{
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public const string CommandName = "showcontainedcontext";
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// ReSharper disable once StringLiteralTypo
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public string Command => CommandName;
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public string Description => "Makes contained entities visible on the context menu, even when they shouldn't be.";
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public string Help => $"{Command}";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var player = shell.Player as IPlayerSession;
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if (player == null)
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{
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shell.WriteLine("You need to be a player to use this command.");
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return;
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}
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EntitySystem.Get<VerbSystem>().AddContainerVisibility(player);
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}
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}
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}
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