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>
This commit is contained in:
Kara
2022-07-10 18:36:53 -07:00
committed by GitHub
parent fb6586cdc6
commit 2d5ec7f85c
68 changed files with 668 additions and 188 deletions

View File

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