* 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>
19 lines
556 B
C#
19 lines
556 B
C#
using Content.Shared.Inventory;
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using Robust.Shared.GameStates;
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namespace Content.Shared.IdentityManagement.Components;
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[RegisterComponent, NetworkedComponent]
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public sealed class IdentityBlockerComponent : Component
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{
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}
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/// <summary>
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/// Raised on an entity and relayed to inventory to determine if its identity should be knowable.
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/// </summary>
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public sealed class SeeIdentityAttemptEvent : CancellableEntityEventArgs, IInventoryRelayEvent
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{
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// i.e. masks or helmets.
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public SlotFlags TargetSlots => SlotFlags.MASK | SlotFlags.HEAD;
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}
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