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.Audio;
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using Content.Shared.CombatMode;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Stunnable;
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using JetBrains.Annotations;
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using Robust.Shared.Audio;
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@@ -81,14 +82,12 @@ namespace Content.Server.CombatMode
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{
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SoundSystem.Play(component.DisarmFailSound.GetSound(), Filter.Pvs(args.Performer), args.Performer, AudioHelpers.WithVariation(0.025f));
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var targetName = Name(args.Target);
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var msgOther = Loc.GetString(
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"disarm-action-popup-message-other-clients",
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("performerName", Name(args.Performer)),
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("targetName", targetName));
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("performerName", Identity.Entity(args.Performer, EntityManager)),
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("targetName", Identity.Entity(args.Target, EntityManager)));
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var msgUser = Loc.GetString("disarm-action-popup-message-cursor", ("targetName", targetName ));
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var msgUser = Loc.GetString("disarm-action-popup-message-cursor", ("targetName", Identity.Entity(args.Target, EntityManager)));
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_popupSystem.PopupEntity(msgOther, args.Performer, filterOther);
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_popupSystem.PopupEntity(msgUser, args.Performer, Filter.Entities(args.Performer));
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