Admin playerlist antag presentation rework (#35538)
* refactor(src): Minor refactor of Draw in "AdminNameOverlay. And new info about playtime player * fix(src): Add configure classic admin owerlay * fix * antag status indication rework * the cvars are free, you can just take them * update playerlist on cvar change * more overlay options * tweak(src): Use _antagLabelClassic and tweak style * tweak(src): Add config display overlay for startingJob and playTime * tweak(src): Vector2 is replaced by var * tweak(src): return to the end of the list * add new option checkboxes * passing ConfigurationManager through constructor, some format changes * made sorting values more futureproof * comments * labels * no point commenting this out when the overlay stack PR will uncomment it again anyway * sorting prototype * localize symbols because why not * symmetry * Revert "localize symbols because why not" This reverts commit 922d4030300285a45777d62fcfd9c74b25fe7a60. * layout and formatting stuff * fix errant space --------- Co-authored-by: Schrödinger <132720404+Schrodinger71@users.noreply.github.com>
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@@ -221,6 +221,7 @@ public sealed class AdminSystem : EntitySystem
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var name = data.UserName;
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var entityName = string.Empty;
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var identityName = string.Empty;
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var sortWeight = 0;
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// Visible (identity) name can be different from real name
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if (session?.AttachedEntity != null)
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@@ -234,8 +235,10 @@ public sealed class AdminSystem : EntitySystem
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// Starting role, antagonist status and role type
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RoleTypePrototype roleType = new();
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var startingRole = string.Empty;
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if (_minds.TryGetMind(session, out var mindId, out var mindComp))
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if (_minds.TryGetMind(session, out var mindId, out var mindComp) && mindComp is not null)
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{
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sortWeight = _role.GetRoleCompByTime(mindComp)?.Comp.SortWeight ?? 0;
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if (_proto.TryIndex(mindComp.RoleType, out var role))
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roleType = role;
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else
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@@ -259,8 +262,19 @@ public sealed class AdminSystem : EntitySystem
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overallPlaytime = playTime;
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}
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return new PlayerInfo(name, entityName, identityName, startingRole, antag, roleType, GetNetEntity(session?.AttachedEntity), data.UserId,
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connected, _roundActivePlayers.Contains(data.UserId), overallPlaytime);
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return new PlayerInfo(
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name,
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entityName,
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identityName,
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startingRole,
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antag,
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roleType,
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sortWeight,
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GetNetEntity(session?.AttachedEntity),
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data.UserId,
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connected,
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_roundActivePlayers.Contains(data.UserId),
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overallPlaytime);
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}
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private void OnPanicBunkerChanged(bool enabled)
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