Unstable 0.17.0.0
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+7
-7
@@ -21,7 +21,7 @@ namespace Barotrauma.Items.Components
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private bool nonContinuousOutputSent;
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private int maxOutputLength;
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[Editable, Serialize(200, false, description: "The maximum length of the output string. Warning: Large values can lead to large memory usage or networking issues.")]
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[Editable, Serialize(200, IsPropertySaveable.No, description: "The maximum length of the output string. Warning: Large values can lead to large memory usage or networking issues.")]
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public int MaxOutputLength
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{
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get { return maxOutputLength; }
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@@ -33,7 +33,7 @@ namespace Barotrauma.Items.Components
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private string output;
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[InGameEditable, Serialize("1", true, description: "The signal this item outputs when the received signal matches the regular expression.", alwaysUseInstanceValues: true)]
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[InGameEditable, Serialize("1", IsPropertySaveable.Yes, description: "The signal this item outputs when the received signal matches the regular expression.", alwaysUseInstanceValues: true)]
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public string Output
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{
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get { return output; }
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@@ -48,16 +48,16 @@ namespace Barotrauma.Items.Components
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}
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}
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[InGameEditable, Serialize(false, true, description: "Should the component output a value of a capture group instead of a constant signal.", alwaysUseInstanceValues: true)]
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[InGameEditable, Serialize(false, IsPropertySaveable.Yes, description: "Should the component output a value of a capture group instead of a constant signal.", alwaysUseInstanceValues: true)]
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public bool UseCaptureGroup { get; set; }
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[InGameEditable, Serialize("0", true, description: "The signal this item outputs when the received signal does not match the regular expression.", alwaysUseInstanceValues: true)]
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[InGameEditable, Serialize("0", IsPropertySaveable.Yes, description: "The signal this item outputs when the received signal does not match the regular expression.", alwaysUseInstanceValues: true)]
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public string FalseOutput { get; set; }
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[InGameEditable, Serialize(true, true, description: "Should the component keep sending the output even after it stops receiving a signal, or only send an output when it receives a signal.", alwaysUseInstanceValues: true)]
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[InGameEditable, Serialize(true, IsPropertySaveable.Yes, description: "Should the component keep sending the output even after it stops receiving a signal, or only send an output when it receives a signal.", alwaysUseInstanceValues: true)]
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public bool ContinuousOutput { get; set; }
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[InGameEditable, Serialize("", true, description: "The regular expression used to check the incoming signals.", alwaysUseInstanceValues: true)]
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[InGameEditable, Serialize("", IsPropertySaveable.Yes, description: "The regular expression used to check the incoming signals.", alwaysUseInstanceValues: true)]
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public string Expression
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{
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get { return expression; }
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@@ -82,7 +82,7 @@ namespace Barotrauma.Items.Components
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}
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}
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public RegExFindComponent(Item item, XElement element)
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public RegExFindComponent(Item item, ContentXElement element)
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: base(item, element)
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{
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nonContinuousOutputSent = true;
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