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.Server.Medical.Components;
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using Content.Server.Disease;
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using Content.Server.Popups;
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using Content.Shared.Damage;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.MobState.Components;
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using Robust.Server.GameObjects;
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@@ -83,7 +84,7 @@ namespace Content.Server.Medical
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args.User, Filter.Entities(args.User));
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return;
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}
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_popupSystem.PopupEntity(Loc.GetString("disease-scanner-gave-other", ("target", args.Target), ("disease", args.Component.Disease)),
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_popupSystem.PopupEntity(Loc.GetString("disease-scanner-gave-other", ("target", Identity.Entity(args.Target.Value, EntityManager)), ("disease", args.Component.Disease)),
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args.User, Filter.Entities(args.User));
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}
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