Add a system for modifying entity names without causing conflicts (#27863)
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using Content.Shared.NameModifier.EntitySystems;
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using Robust.Shared.GameStates;
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namespace Content.Shared.NameModifier.Components;
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/// <summary>
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/// Used to manage modifiers on an entity's name and handle renaming in a way
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/// that survives being renamed by multiple systems.
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/// </summary>
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[RegisterComponent]
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[NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(NameModifierSystem))]
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public sealed partial class NameModifierComponent : Component
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{
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/// <summary>
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/// The entity's name without any modifiers applied.
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/// </summary>
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[DataField, AutoNetworkedField]
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public string BaseName = string.Empty;
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}
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