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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@@ -4,6 +4,7 @@ using Content.Client.Items.Components;
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using Content.Client.Resources;
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using Content.Client.Stylesheets;
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using Content.Shared.Hands.Components;
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using Content.Shared.IdentityManagement;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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@@ -159,11 +160,12 @@ namespace Content.Client.Items.UI
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if (_entityManager.TryGetComponent(_entity, out HandVirtualItemComponent? virtualItem)
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&& _entityManager.EntityExists(virtualItem.BlockingEntity))
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{
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_itemNameLabel.Text = _entityManager.GetComponent<MetaDataComponent>(virtualItem.BlockingEntity).EntityName;
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// Uses identity because we can be blocked by pulling someone
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_itemNameLabel.Text = Identity.Name(virtualItem.BlockingEntity, _entityManager);
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}
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else
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{
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_itemNameLabel.Text = _entityManager.GetComponent<MetaDataComponent>(_entity.Value).EntityName;
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_itemNameLabel.Text = Identity.Name(_entity.Value, _entityManager);
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}
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}
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