* 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>
9 lines
328 B
C#
9 lines
328 B
C#
using Robust.Shared.Network;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Administration
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{
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[Serializable, NetSerializable]
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public record PlayerInfo(string Username, string CharacterName, string IdentityName, string StartingJob, bool Antag, EntityUid EntityUid, NetUserId SessionId, bool Connected);
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}
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