Fix suicide logs (#31661)
Make suicide logs include the username, as well as the character(where possible)
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@ -46,7 +46,15 @@ public sealed class SuicideSystem : EntitySystem
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if (!TryComp<MobStateComponent>(victim, out var mobState) || _mobState.IsDead(victim, mobState))
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return false;
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_adminLogger.Add(LogType.Mind, $"{EntityManager.ToPrettyString(victim):player} is attempting to suicide");
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ICommonSession? session = null;
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if (TryComp<ActorComponent>(victim, out var actor))
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session = actor.PlayerSession;
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var suicideGhostEvent = new SuicideGhostEvent(victim);
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RaiseLocalEvent(victim, suicideGhostEvent);
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// Suicide is considered a fail if the user wasn't able to ghost
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@ -56,11 +64,18 @@ public sealed class SuicideSystem : EntitySystem
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return false; // DeltaV - Prevent Suicide. We allow the event to go out anyways in case anything relies on the event for a message or whatever.
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_adminLogger.Add(LogType.Mind, $"{EntityManager.ToPrettyString(victim):player} is attempting to suicide");
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var suicideEvent = new SuicideEvent(victim);
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RaiseLocalEvent(victim, suicideEvent);
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_adminLogger.Add(LogType.Mind, $"{EntityManager.ToPrettyString(victim):player} suicided.");
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// Since the player is already dead the log will not contain their username.
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if (session != null)
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{
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_adminLogger.Add(LogType.Mind, $"{session:player} suicided.");
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}
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else
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{
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_adminLogger.Add(LogType.Mind, $"{EntityManager.ToPrettyString(victim):player} suicided.");
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}
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return true;
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}
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@ -571,14 +571,14 @@ namespace Content.Server.Ghost
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}
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}
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if (playerEntity != null)
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_adminLogger.Add(LogType.Mind, $"{EntityManager.ToPrettyString(playerEntity.Value):player} ghosted{(!canReturn ? " (non-returnable)" : "")}");
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var ghost = SpawnGhost((mindId, mind), position, canReturn);
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if (ghost == null)
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return false;
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if (playerEntity != null)
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_adminLogger.Add(LogType.Mind, $"{EntityManager.ToPrettyString(playerEntity.Value):player} ghosted{(!canReturn ? " (non-returnable)" : "")}");
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return true;
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}
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}
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