Unstable 0.1300.0.3
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@@ -65,10 +65,10 @@ namespace Barotrauma.Items.Components
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}
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base.IsActive = true;
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InitProjSpecific(element);
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InitProjSpecific();
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}
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partial void InitProjSpecific(XElement element);
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partial void InitProjSpecific();
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private bool linksInitialized;
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public override void OnMapLoaded()
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+1
-1
@@ -62,7 +62,7 @@ namespace Barotrauma.Items.Components
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{
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case "signal_in":
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string signalOut = (signal.value == TargetSignal) ? Output : FalseOutput;
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if (string.IsNullOrWhiteSpace(signalOut)) { return; }
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if (string.IsNullOrEmpty(signalOut)) { return; }
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signal.value = signalOut;
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item.SendSignal(signal, "signal_out");
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break;
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@@ -83,7 +83,8 @@ namespace Barotrauma.Items.Components
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fireInRange = IsFireInRange();
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fireCheckTimer = FireCheckInterval;
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}
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item.SendSignal(fireInRange ? Output : FalseOutput, "signal_out");
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string signalOut = fireInRange ? Output : FalseOutput;
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if (!string.IsNullOrEmpty(signalOut)) { item.SendSignal(signalOut, "signal_out"); }
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}
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}
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}
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@@ -42,7 +42,7 @@ namespace Barotrauma.Items.Components
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partial void InitProjSpecific(XElement element);
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partial void ShowOnDisplay(string input);
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partial void ShowOnDisplay(string input, bool addToHistory = true);
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public override void ReceiveSignal(Signal signal, Connection connection)
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{
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@@ -58,13 +58,18 @@ namespace Barotrauma.Items.Components
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public override void OnItemLoaded()
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{
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bool isSubEditor = false;
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#if CLIENT
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isSubEditor = Screen.Selected != GameMain.SubEditorScreen || GameMain.GameSession?.GameMode is TestGameMode;
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#endif
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base.OnItemLoaded();
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if (!string.IsNullOrEmpty(DisplayedWelcomeMessage))
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{
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ShowOnDisplay(DisplayedWelcomeMessage);
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ShowOnDisplay(DisplayedWelcomeMessage, addToHistory: !isSubEditor);
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DisplayedWelcomeMessage = "";
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//remove welcome message if a game session is running so it doesn't reappear on successive rounds
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if (GameMain.GameSession != null)
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if (GameMain.GameSession != null && !isSubEditor)
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{
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welcomeMessage = null;
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}
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@@ -102,6 +102,13 @@ namespace Barotrauma.Items.Components
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set;
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}
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[Editable, Serialize(false, true, "If enabled, this wire will use the sprite depth instead of a constant depth.")]
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public bool UseSpriteDepth
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{
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get;
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set;
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}
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public Wire(Item item, XElement element)
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: base(item, element)
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{
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