Command renamed to showmarkers. Actually permanent (so if you place markers with it active, you immediately see them).
63 lines
1.9 KiB
C#
63 lines
1.9 KiB
C#
using Content.Client.GameObjects.EntitySystems;
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using Content.Client.Interfaces;
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using Content.Shared.GameObjects.Components.Markers;
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using Robust.Client.Interfaces.Console;
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using Robust.Client.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Client.Commands
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{
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internal sealed class ShowMarkersCommand : IConsoleCommand
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{
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// ReSharper disable once StringLiteralTypo
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public string Command => "showmarkers";
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public string Description => "Toggles visibility of markers such as spawn points.";
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public string Help => "";
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public bool Execute(IDebugConsole console, params string[] args)
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{
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EntitySystem.Get<MarkerSystem>()
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.MarkersVisible ^= true;
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return false;
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}
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}
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internal sealed class ShowWiresCommand : IConsoleCommand
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{
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// ReSharper disable once StringLiteralTypo
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public string Command => "showwires";
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public string Description => "Makes wires always visible.";
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public string Help => "";
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public bool Execute(IDebugConsole console, params string[] args)
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{
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EntitySystem.Get<SubFloorHideSystem>()
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.EnableAll ^= true;
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return false;
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}
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}
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internal sealed class NotifyCommand : IConsoleCommand
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{
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public string Command => "notify";
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public string Description => "Send a notify client side.";
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public string Help => "notify <message>";
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public bool Execute(IDebugConsole console, params string[] args)
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{
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var message = args[0];
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var notifyManager = IoCManager.Resolve<IClientNotifyManager>();
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notifyManager.PopupMessage(message);
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return false;
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}
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}
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}
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