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>
This commit is contained in:
Kara
2022-07-10 18:36:53 -07:00
committed by GitHub
parent fb6586cdc6
commit 2d5ec7f85c
68 changed files with 668 additions and 188 deletions

View File

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