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* Saving work * Move shit to engine * lord * merg * awa * bql is kill * forgot the fucking bike rack * bql is kill for real * pjb will kill me * aughfhbdj * yo ho here we go on my way to the MINES * a * adgddf * gdsgvfvxshngfgh * b * hfsjhghj * hbfdjjh * tf you mean i have to document it * follow C# standards * Assorted cleanup and documentation pass, minor bugfix in ValueRefParser. * Start porting old commands, remove that pesky prefix in favor of integrating with the shell. * Fix valueref up a bit, improve autocomplete for it. * e * Toolshed type system adventure. * a log * a * a e i o u * awa * fix tests * Arithmetic commands. * a * parse improvements --------- Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
26 lines
630 B
C#
26 lines
630 B
C#
using Robust.Shared.GameObjects;
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using Robust.Shared.Toolshed.Errors;
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namespace Robust.Shared.Toolshed.Commands.Players;
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[ToolshedCommand]
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internal sealed class SelfCommand : ToolshedCommand
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{
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[CommandImplementation]
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public EntityUid Self([CommandInvocationContext] IInvocationContext ctx)
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{
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if (ctx.Session is null)
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{
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ctx.ReportError(new NotForServerConsoleError());
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return default!;
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}
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if (ctx.Session.AttachedEntity is { } ent)
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return ent;
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ctx.ReportError(new SessionHasNoEntityError(ctx.Session));
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return default!;
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}
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}
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