- 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
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@@ -135,13 +135,13 @@ namespace Barotrauma.Items.Components
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UpdateAutoPilot(deltaTime);
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}
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item.SendSignal(targetVelocity.X.ToString(CultureInfo.InvariantCulture), "velocity_x_out");
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item.SendSignal(0, targetVelocity.X.ToString(CultureInfo.InvariantCulture), "velocity_x_out");
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float targetLevel = -targetVelocity.Y;
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targetLevel += (neutralBallastLevel - 0.5f) * 100.0f;
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item.SendSignal(targetLevel.ToString(CultureInfo.InvariantCulture), "velocity_y_out");
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item.SendSignal(0, targetLevel.ToString(CultureInfo.InvariantCulture), "velocity_y_out");
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voltage -= deltaTime;
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@@ -299,7 +299,7 @@ namespace Barotrauma.Items.Components
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return true;
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}
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public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
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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 (connection.Name == "velocity_in")
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{
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@@ -307,7 +307,7 @@ namespace Barotrauma.Items.Components
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}
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else
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{
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base.ReceiveSignal(signal, connection, sender, power);
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base.ReceiveSignal(stepsTaken, signal, connection, sender, power);
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}
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}
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