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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@@ -3,6 +3,7 @@ using Content.Server.Ghost.Components;
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using Content.Server.Players;
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using Content.Server.Pointing.Components;
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using Content.Server.Visible;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Input;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Helpers;
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@@ -155,11 +156,11 @@ namespace Content.Server.Pointing.EntitySystems
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string selfMessage;
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string viewerMessage;
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string? viewerPointedAtMessage = null;
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var playerName = Name(player);
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var playerName = Identity.Entity(player, EntityManager);
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if (Exists(pointed))
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{
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var pointedName = Name(pointed);
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var pointedName = Identity.Entity(pointed, EntityManager);
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selfMessage = player == pointed
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? Loc.GetString("pointing-system-point-at-self")
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