Updated server logs so admins can see disguised persons
clientist should also display stuff TODO: Log inventory interactions like putting item in slots (e.g. oxy mask equipped in Head slot or equipped in Any slot, etc.) so you can tell the exact moment someone decided to disguise themselves.
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@@ -138,6 +138,14 @@ namespace Barotrauma
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return info != null && !string.IsNullOrWhiteSpace(info.Name) ? info.Name : SpeciesName;
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}
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}
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//Only used by server logs to determine "true identity" of the player for cases when they're disguised
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public string LogName
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{
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get
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{
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return info != null && !string.IsNullOrWhiteSpace(info.Name) ? info.Name + (info.DisplayName != info.Name ? " (as " + info.DisplayName + ")" : "") : SpeciesName;
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}
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}
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private float hideFaceTimer;
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public bool HideFace
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@@ -1646,7 +1654,7 @@ namespace Barotrauma
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var attackingCharacter = attacker as Character;
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if (attackingCharacter != null && attackingCharacter.AIController == null)
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{
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GameServer.Log(Name + " attacked by " + attackingCharacter.Name+". Damage: "+attackResult.Damage+" Bleeding damage: "+attackResult.Bleeding, ServerLog.MessageType.Attack);
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GameServer.Log(LogName + " attacked by " + attackingCharacter.LogName +". Damage: "+attackResult.Damage+" Bleeding damage: "+attackResult.Bleeding, ServerLog.MessageType.Attack);
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}
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if (GameMain.Client == null &&
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@@ -1811,7 +1819,7 @@ namespace Barotrauma
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AnimController.Frozen = false;
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GameServer.Log(Name+" has died (Cause of death: "+causeOfDeath+")", ServerLog.MessageType.Attack);
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GameServer.Log(LogName+" has died (Cause of death: "+causeOfDeath+")", ServerLog.MessageType.Attack);
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if (OnDeath != null) OnDeath(this, causeOfDeath);
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