Id[entity] 2.0 (real) (#9612)
* starter API * network ID cards * Port more stuff from old identity * Re-implement identity representation + name updating * move * proper name returning for `IdentityName` * move everything important to server, give in to temptation * shared / server / client split sadly. move ensure to shared and spawn to server * identity update queueing + identityblocker * fixes * and just like that it's usable for admins * huge identity pass * pass dos * jesus christ * figs :D * fuck u * fix bad merge. Co-authored-by: Moony <moonheart08@users.noreply.github.com>
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@@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.IdentityManagement;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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@@ -21,7 +22,7 @@ namespace Content.Client.ContextMenu.UI
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{
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if (GroupingContextMenuType == 0)
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{
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var newEntities = entities.GroupBy(e => _entityManager.GetComponent<MetaDataComponent>(e).EntityName + (_entityManager.GetComponent<MetaDataComponent>(e).EntityPrototype?.ID ?? string.Empty)).ToList();
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var newEntities = entities.GroupBy(e => Identity.Name(e, _entityManager) + (_entityManager.GetComponent<MetaDataComponent>(e).EntityPrototype?.ID ?? string.Empty)).ToList();
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return newEntities.Select(grp => grp.ToList()).ToList();
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}
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else
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