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Wallets now show proper jobs on Sechuds and Comms (#20089)
* Wallet time * sirryan review * whoops * revert get_id_card change * Farie review
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@@ -430,39 +430,45 @@
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else
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return if_no_id
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//gets assignment from ID or ID inside PDA or PDA itself
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//Useful when player do something with computers
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//gets assignment from ID, PDA, Wallet, etc.
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//This should not be relied on for authentication, because PDAs show their owner's job, even if an ID is not inserted
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/mob/living/carbon/human/proc/get_assignment(if_no_id = "No id", if_no_job = "No job")
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var/obj/item/pda/pda = wear_id
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var/obj/item/card/id/id = wear_id
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if(istype(pda))
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if(pda.id && istype(pda.id, /obj/item/card/id))
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. = pda.id.assignment
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else
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. = pda.ownjob
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else if(istype(id))
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. = id.assignment
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else
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if(!wear_id)
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return if_no_id
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if(!.)
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. = if_no_job
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return
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var/obj/item/card/id/id = wear_id.GetID()
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if(istype(id)) // Make sure its actually an ID
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if(!id.assignment)
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return if_no_job
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return id.assignment
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//gets name from ID or ID inside PDA or PDA itself
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//Useful when player do something with computers
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if(is_pda(wear_id))
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var/obj/item/pda/pda = wear_id
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return pda.ownjob
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return if_no_id
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//gets name from ID, PDA, Wallet, etc.
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//This should not be relied on for authentication, because PDAs show their owner's name, even if an ID is not inserted
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/mob/living/carbon/human/proc/get_authentification_name(if_no_id = "Unknown")
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var/obj/item/pda/pda = wear_id
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var/obj/item/card/id/id = wear_id
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if(istype(pda))
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if(pda.id)
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. = pda.id.registered_name
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else
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. = pda.owner
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else if(istype(id))
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. = id.registered_name
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else
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if(!wear_id)
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return if_no_id
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return
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var/obj/item/card/id/id = wear_id.GetID()
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if(istype(id) && id.registered_name)
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return id.registered_name
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if(is_pda(wear_id))
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var/obj/item/pda/pda = wear_id
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return pda.owner
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return if_no_id
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/mob/living/carbon/human/get_id_card(mob/living/carbon/human/H)
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var/obj/item/card/id/id = wear_id.GetID()
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if(istype(id)) // Make sure its actually an ID
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return id
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if(H.get_active_hand())
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var/obj/item/I = H.get_active_hand()
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return I.GetID()
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//repurposed proc. Now it combines get_id_name() and get_face_name() to determine a mob's name variable. Made into a seperate proc as it'll be useful elsewhere
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/mob/living/carbon/human/get_visible_name(id_override = FALSE)
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