Unstable 0.1300.0.3

This commit is contained in:
Markus Isberg
2021-03-25 15:40:24 +02:00
parent 874616027b
commit 58c50a235d
136 changed files with 2486 additions and 1008 deletions
@@ -65,10 +65,10 @@ namespace Barotrauma.Items.Components
}
base.IsActive = true;
InitProjSpecific(element);
InitProjSpecific();
}
partial void InitProjSpecific(XElement element);
partial void InitProjSpecific();
private bool linksInitialized;
public override void OnMapLoaded()
@@ -62,7 +62,7 @@ namespace Barotrauma.Items.Components
{
case "signal_in":
string signalOut = (signal.value == TargetSignal) ? Output : FalseOutput;
if (string.IsNullOrWhiteSpace(signalOut)) { return; }
if (string.IsNullOrEmpty(signalOut)) { return; }
signal.value = signalOut;
item.SendSignal(signal, "signal_out");
break;
@@ -83,7 +83,8 @@ namespace Barotrauma.Items.Components
fireInRange = IsFireInRange();
fireCheckTimer = FireCheckInterval;
}
item.SendSignal(fireInRange ? Output : FalseOutput, "signal_out");
string signalOut = fireInRange ? Output : FalseOutput;
if (!string.IsNullOrEmpty(signalOut)) { item.SendSignal(signalOut, "signal_out"); }
}
}
}
@@ -42,7 +42,7 @@ namespace Barotrauma.Items.Components
partial void InitProjSpecific(XElement element);
partial void ShowOnDisplay(string input);
partial void ShowOnDisplay(string input, bool addToHistory = true);
public override void ReceiveSignal(Signal signal, Connection connection)
{
@@ -58,13 +58,18 @@ namespace Barotrauma.Items.Components
public override void OnItemLoaded()
{
bool isSubEditor = false;
#if CLIENT
isSubEditor = Screen.Selected != GameMain.SubEditorScreen || GameMain.GameSession?.GameMode is TestGameMode;
#endif
base.OnItemLoaded();
if (!string.IsNullOrEmpty(DisplayedWelcomeMessage))
{
ShowOnDisplay(DisplayedWelcomeMessage);
ShowOnDisplay(DisplayedWelcomeMessage, addToHistory: !isSubEditor);
DisplayedWelcomeMessage = "";
//remove welcome message if a game session is running so it doesn't reappear on successive rounds
if (GameMain.GameSession != null)
if (GameMain.GameSession != null && !isSubEditor)
{
welcomeMessage = null;
}
@@ -102,6 +102,13 @@ namespace Barotrauma.Items.Components
set;
}
[Editable, Serialize(false, true, "If enabled, this wire will use the sprite depth instead of a constant depth.")]
public bool UseSpriteDepth
{
get;
set;
}
public Wire(Item item, XElement element)
: base(item, element)
{