* 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>
37 lines
1.1 KiB
C#
37 lines
1.1 KiB
C#
using Content.Shared.Access.Systems;
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using Content.Shared.PDA;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Access.Components
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{
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(SharedIdCardSystem), typeof(SharedPDASystem), typeof(SharedAgentIdCardSystem))]
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public sealed class IdCardComponent : Component
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{
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[DataField("originalOwnerName")]
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public string OriginalOwnerName = default!;
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[DataField("fullName")]
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[Access(typeof(SharedIdCardSystem), typeof(SharedPDASystem), typeof(SharedAgentIdCardSystem),
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Other = AccessPermissions.ReadWrite)] // FIXME Friends
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public string? FullName;
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[DataField("jobTitle")]
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public string? JobTitle;
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}
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[Serializable, NetSerializable]
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public sealed class IdCardComponentState : ComponentState
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{
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public string? FullName;
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public string? JobTitle;
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public IdCardComponentState(string? fullName, string? jobTitle)
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{
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FullName = fullName;
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JobTitle = jobTitle;
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}
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}
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}
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