- fixed "signal loops" causing StackOverFlowExceptions (now the signals can only take 10 "steps" between components per frame)

- parameter for changing the output value of And/Or components when the input conditions aren't met
- or components work properly now
- a limited number of signals (100) can be queued in a delay component
This commit is contained in:
Regalis
2016-04-02 02:25:44 +03:00
parent 3ac8139fc7
commit 5f05db7ca4
24 changed files with 107 additions and 69 deletions
@@ -137,7 +137,7 @@ namespace Barotrauma.Items.Components
return false;
}
item.SendSignal("1", "trigger_out");
item.SendSignal(0, "1", "trigger_out");
ApplyStatusEffects(ActionType.OnUse, 1.0f, activator);
@@ -173,7 +173,7 @@ namespace Barotrauma.Items.Components
if (focusTarget == null)
{
item.SendSignal(ToolBox.Vector2ToString(character.CursorWorldPosition), "position_out");
item.SendSignal(0, ToolBox.Vector2ToString(character.CursorWorldPosition), "position_out");
return;
}
@@ -185,13 +185,13 @@ namespace Barotrauma.Items.Components
if (!character.IsNetworkPlayer || character.ViewTarget == focusTarget)
{
item.SendSignal(ToolBox.Vector2ToString(character.CursorWorldPosition), "position_out");
item.SendSignal(0, ToolBox.Vector2ToString(character.CursorWorldPosition), "position_out");
}
}
public override bool Pick(Character picker)
{
item.SendSignal("1", "signal_out");
item.SendSignal(0, "1", "signal_out");
PlaySound(ActionType.OnUse, item.WorldPosition);
@@ -237,7 +237,7 @@ namespace Barotrauma.Items.Components
IsActive = true;
}
item.SendSignal("1", "signal_out");
item.SendSignal(0, "1", "signal_out");
return true;
}