Fixed wires dropping when a client moves them from a connection to another in the same connection panel, fixed wires becoming disconnected client-side if they're moved from a connection to another connection that's upper in the connection panel. (See #252)
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@@ -235,7 +235,7 @@ namespace Barotrauma.Items.Components
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//wires that are not in anyone's inventory (i.e. not currently being rewired)
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//can never be connected to only one connection
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// -> the client must have dropped the wire from the connection panel
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if (existingWire.Item.ParentInventory == null)
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if (existingWire.Item.ParentInventory == null && !wires.Any(w => w.Contains(existingWire)))
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{
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//let other clients know the item was also disconnected from the other connection
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existingWire.Connections[0].Item.CreateServerEvent(existingWire.Connections[0].Item.GetComponent<ConnectionPanel>());
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@@ -247,7 +247,7 @@ namespace Barotrauma.Items.Components
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GameServer.Log(c.Character.LogName + " disconnected a wire from " +
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Connections[i].Item.Name + " (" + Connections[i].Name + ") to " + existingWire.Connections[1].Item.Name + " (" + existingWire.Connections[1].Name + ")", ServerLog.MessageType.ItemInteraction);
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if (existingWire.Item.ParentInventory == null)
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if (existingWire.Item.ParentInventory == null && !wires.Any(w => w.Contains(existingWire)))
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{
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//let other clients know the item was also disconnected from the other connection
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existingWire.Connections[1].Item.CreateServerEvent(existingWire.Connections[1].Item.GetComponent<ConnectionPanel>());
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@@ -304,6 +304,10 @@ namespace Barotrauma.Items.Components
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foreach (Connection connection in Connections)
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{
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connection.ClearConnections();
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}
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foreach (Connection connection in Connections)
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{
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int wireCount = msg.ReadRangedInteger(0, Connection.MaxLinked);
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for (int i = 0; i < wireCount; i++)
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{
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