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.
This commit is contained in:
Alex Noir
2017-12-16 20:24:24 +03:00
parent bd646fb23e
commit bdeb3a19fd
21 changed files with 53 additions and 43 deletions
@@ -138,6 +138,14 @@ namespace Barotrauma
return info != null && !string.IsNullOrWhiteSpace(info.Name) ? info.Name : SpeciesName;
}
}
//Only used by server logs to determine "true identity" of the player for cases when they're disguised
public string LogName
{
get
{
return info != null && !string.IsNullOrWhiteSpace(info.Name) ? info.Name + (info.DisplayName != info.Name ? " (as " + info.DisplayName + ")" : "") : SpeciesName;
}
}
private float hideFaceTimer;
public bool HideFace
@@ -1646,7 +1654,7 @@ namespace Barotrauma
var attackingCharacter = attacker as Character;
if (attackingCharacter != null && attackingCharacter.AIController == null)
{
GameServer.Log(Name + " attacked by " + attackingCharacter.Name+". Damage: "+attackResult.Damage+" Bleeding damage: "+attackResult.Bleeding, ServerLog.MessageType.Attack);
GameServer.Log(LogName + " attacked by " + attackingCharacter.LogName +". Damage: "+attackResult.Damage+" Bleeding damage: "+attackResult.Bleeding, ServerLog.MessageType.Attack);
}
if (GameMain.Client == null &&
@@ -1811,7 +1819,7 @@ namespace Barotrauma
AnimController.Frozen = false;
GameServer.Log(Name+" has died (Cause of death: "+causeOfDeath+")", ServerLog.MessageType.Attack);
GameServer.Log(LogName+" has died (Cause of death: "+causeOfDeath+")", ServerLog.MessageType.Attack);
if (OnDeath != null) OnDeath(this, causeOfDeath);