Reimplemented chat range & radio messages. Each client now has their own chatMsgQueue, so all chat messages don't have to be sent to all clients.
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@@ -45,9 +45,14 @@ namespace Barotrauma.Items.Components
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list.Add(this);
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}
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public bool CanTransmit()
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{
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return HasRequiredContainedItems(true);
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}
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public void Transmit(string signal)
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{
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if (!HasRequiredContainedItems(true)) return;
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if (!CanTransmit()) return;
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var receivers = GetReceiversInRange();
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foreach (WifiComponent w in receivers)
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@@ -60,14 +65,22 @@ namespace Barotrauma.Items.Components
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private List<WifiComponent> GetReceiversInRange()
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{
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return list.FindAll(w =>
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w != this && w.channel == channel &&
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Vector2.Distance(item.WorldPosition, w.item.WorldPosition) <= Range);
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return list.FindAll(w => w != this && w.CanReceive(this));
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}
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public bool CanReceive(WifiComponent sender)
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{
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if (!HasRequiredContainedItems(false)) return false;
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if (sender == null || sender.channel != channel) return false;
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return Vector2.Distance(item.WorldPosition, sender.item.WorldPosition) <= sender.Range;
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}
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power=0.0f)
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{
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if (!HasRequiredContainedItems(false)) return;
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var senderComponent = sender.GetComponent<WifiComponent>();
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if (senderComponent != null && !CanReceive(senderComponent)) return;
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if (LinkToChat)
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{
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@@ -76,7 +89,10 @@ namespace Barotrauma.Items.Components
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item.ParentInventory.Owner == Character.Controlled &&
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GameMain.NetworkMember != null)
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{
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signal = ChatMessage.ApplyDistanceEffect(item, sender, signal, range);
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if (senderComponent != null)
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{
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signal = ChatMessage.ApplyDistanceEffect(item, sender, signal, senderComponent.range);
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}
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GameMain.NetworkMember.AddChatMessage(signal, ChatMessageType.Radio);
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}
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