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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@@ -9,6 +9,7 @@ using Content.Shared.Chemistry.Reaction;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.FixedPoint;
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using Content.Shared.IdentityManagement;
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using Content.Shared.MobState.Components;
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using Content.Shared.Popups;
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using Robust.Shared.Audio;
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@@ -174,18 +175,18 @@ public sealed class BloodstreamSystem : EntitySystem
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if (component.BleedAmount > 10)
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{
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args.Message.PushNewline();
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args.Message.AddMarkup(Loc.GetString("bloodstream-component-profusely-bleeding", ("target", uid)));
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args.Message.AddMarkup(Loc.GetString("bloodstream-component-profusely-bleeding", ("target", Identity.Entity(uid, EntityManager))));
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}
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else if (component.BleedAmount > 0)
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{
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args.Message.PushNewline();
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args.Message.AddMarkup(Loc.GetString("bloodstream-component-bleeding", ("target", uid)));
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args.Message.AddMarkup(Loc.GetString("bloodstream-component-bleeding", ("target", Identity.Entity(uid, EntityManager))));
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}
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if (GetBloodLevelPercentage(uid, component) < component.BloodlossThreshold)
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{
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args.Message.PushNewline();
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args.Message.AddMarkup(Loc.GetString("bloodstream-component-looks-pale", ("target", uid)));
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args.Message.AddMarkup(Loc.GetString("bloodstream-component-looks-pale", ("target", Identity.Entity(uid, EntityManager))));
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}
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}
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