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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@@ -13,6 +13,7 @@ using Content.Shared.ActionBlocker;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Input;
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using Content.Shared.Inventory;
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using Content.Shared.Physics.Pull;
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@@ -92,10 +93,10 @@ namespace Content.Server.Hands.Systems
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if (!_handsSystem.TryDrop(uid, component.ActiveHand!, null, checkActionBlocker: false))
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return;
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var targetName = Name(args.Target);
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var msgOther = Loc.GetString("hands-component-disarm-success-others-message", ("disarmer", Name(args.Source)), ("disarmed", targetName));
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var msgUser = Loc.GetString("hands-component-disarm-success-message", ("disarmed", targetName));
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var targEnt = Identity.Entity(args.Target, EntityManager);
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var msgOther = Loc.GetString("hands-component-disarm-success-others-message",
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("disarmer", Identity.Entity(args.Source, EntityManager)), ("disarmed", targEnt));
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var msgUser = Loc.GetString("hands-component-disarm-success-message", ("disarmed", targEnt));
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var filter = Filter.Pvs(args.Source).RemoveWhereAttachedEntity(e => e == args.Source);
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_popupSystem.PopupEntity(msgOther, args.Source, filter);
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