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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@@ -7,7 +7,7 @@ using Content.Shared.Disease.Components;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Prototypes;
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using Content.Shared.Damage;
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using Content.Shared.IdentityManagement;
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using static Content.Shared.MedicalScanner.SharedHealthAnalyzerComponent;
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namespace Content.Client.HealthAnalyzer.UI
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@@ -28,8 +28,9 @@ namespace Content.Client.HealthAnalyzer.UI
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if (msg.TargetEntity != null && entities.TryGetComponent<DamageableComponent>(msg.TargetEntity, out var damageable))
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{
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string entityName = "Unknown";
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if (msg.TargetEntity != null && entities.TryGetComponent<MetaDataComponent>(msg.TargetEntity.Value, out var metaData))
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entityName = metaData.EntityName;
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if (msg.TargetEntity != null &&
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entities.TryGetComponent<MetaDataComponent>(msg.TargetEntity.Value, out var metaData))
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entityName = Identity.Name(msg.TargetEntity.Value, entities);
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IReadOnlyDictionary<string, FixedPoint2> DamagePerGroup = damageable.DamagePerGroup;
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IReadOnlyDictionary<string, FixedPoint2> DamagePerType = damageable.Damage.DamageDict;
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