- 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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@@ -5,7 +5,7 @@ namespace Barotrauma.Items.Components
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{
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class AndComponent : ItemComponent
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{
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protected string output;
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protected string output, falseOutput;
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//an array to keep track of how long ago a non-zero signal was received on both inputs
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protected float[] timeSinceReceived;
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@@ -30,6 +30,13 @@ namespace Barotrauma.Items.Components
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set { output = value; }
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}
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[InGameEditable, HasDefaultValue("", true)]
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public string FalseOutput
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{
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get { return falseOutput; }
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set { falseOutput = value; }
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}
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public AndComponent(Item item, XElement element)
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: base (item, element)
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{
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@@ -47,13 +54,13 @@ namespace Barotrauma.Items.Components
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timeSinceReceived[i] += deltaTime;
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}
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if (sendOutput)
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{
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item.SendSignal(output, "signal_out");
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}
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string signalOut = sendOutput ? output : falseOutput;
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if (string.IsNullOrEmpty(signalOut)) return;
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item.SendSignal(0, signalOut, "signal_out");
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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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switch (connection.Name)
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{
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