using Robust.Server.GameObjects;
using Robust.Shared.Prototypes;
using System.Linq;
+using Content.Server.Administration.Logs;
+using Content.Shared.Database;
namespace Content.Server.TurretController;
{
[Dependency] private readonly UserInterfaceSystem _userInterfaceSystem = default!;
[Dependency] private readonly DeviceNetworkSystem _deviceNetwork = default!;
+ [Dependency] private readonly IAdminLogManager _adminLogger = default!;
/// Keys for the device network. See <see cref="DeviceNetworkConstants"/> for further examples.
public const string CmdSetArmamemtState = "set_armament_state";
[CmdSetArmamemtState] = armamentState,
};
+ _adminLogger.Add(LogType.ItemConfigure, LogImpact.Medium, $"{ToPrettyString(user)} set {ToPrettyString(ent)} to {armamentState}");
+
_deviceNetwork.QueuePacket(ent, null, payload, device: device);
}
[CmdSetAccessExemptions] = turretTargetingSettings.ExemptAccessLevels,
};
+ foreach (var exemption in exemptions)
+ {
+ _adminLogger.Add(LogType.ItemConfigure, LogImpact.Medium, $"{ToPrettyString(user)} set {ToPrettyString(ent)} authorization of {exemption} to {enabled}");
+ }
+
_deviceNetwork.QueuePacket(ent, null, payload, device: device);
}