using Content.Server.Chat.Systems; using Content.Shared.Administration; using Content.Shared.Chat; using Robust.Server.Player; using Robust.Shared.Console; using Robust.Shared.Enums; using Robust.Shared.Player; namespace Content.Server.Chat.Commands { [AnyCommand] internal sealed class TSayCommand : IConsoleCommand { public string Command => "tsay"; public string Description => "Send chat messages to the telepathic."; public string Help => "tsay "; public void Execute(IConsoleShell shell, string argStr, string[] args) { if (shell.Player is not ICommonSession player) { shell.WriteError("This command cannot be run from the server."); return; } if (player.Status != SessionStatus.InGame) return; if (player.AttachedEntity is not {} playerEntity) { shell.WriteError("You don't have an entity!"); return; } if (args.Length < 1) return; var message = string.Join(" ", args).Trim(); if (string.IsNullOrEmpty(message)) return; //Not sure if I should hide the logs from this. Default is false. EntitySystem.Get().TrySendInGameICMessage(playerEntity, message, InGameICChatType.Telepathic, ChatTransmitRange.Normal, false, shell, player); } } }