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crystall-punk-14/Content.Server/Chat/Managers/IChatManager.cs

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using Robust.Server.Player;
using Robust.Shared.GameObjects;
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namespace Content.Server.Chat.Managers
{
public interface IChatManager
{
void Initialize();
/// <summary>
/// Dispatch a server announcement to every connected player.
/// </summary>
void DispatchServerAnnouncement(string message);
/// <summary>
/// Station announcement to every player
/// </summary>
/// <param name="message"></param>
/// <param name="sender"></param>
/// <param name="playDefaultSound">If the default 'PA' sound should be played.</param>
void DispatchStationAnnouncement(string message, string sender = "CentComm", bool playDefaultSound = true);
void DispatchServerMessage(IPlayerSession player, string message);
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/// <param name="hideChat">If true, message will not be logged to chat boxes but will still produce a speech bubble.</param>
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void EntitySay(EntityUid source, string message, bool hideChat=false);
void EntityMe(EntityUid source, string action);
void SendOOC(IPlayerSession player, string message);
void SendAdminChat(IPlayerSession player, string message);
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void SendDeadChat(IPlayerSession player, string message);
void SendAdminDeadChat(IPlayerSession player, string message);
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void SendHookOOC(string sender, string message);
delegate string TransformChat(EntityUid speaker, string message);
void RegisterChatTransform(TransformChat handler);
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void SendAdminAnnouncement(string message);
}
}