Unstable v0.1300.0.2

This commit is contained in:
Markus Isberg
2021-03-12 15:57:04 +02:00
parent 0f6de8ada9
commit 874616027b
145 changed files with 1897 additions and 939 deletions
@@ -239,7 +239,6 @@ namespace Barotrauma.Items.Components
OnDocked = null;
}
public void Lock(bool isNetworkMessage, bool applyEffects = true)
{
#if CLIENT
@@ -269,10 +268,10 @@ namespace Barotrauma.Items.Components
item.Submarine.SubBody.SetPosition(item.Submarine.SubBody.Position + ConvertUnits.ToDisplayUnits(jointDiff));
}
else if (DockingTarget.item.Submarine.PhysicsBody.Mass < item.Submarine.PhysicsBody.Mass ||
item.Submarine.Info.IsOutpost)
item.Submarine.Info.IsOutpost)
{
DockingTarget.item.Submarine.SubBody.SetPosition(DockingTarget.item.Submarine.SubBody.Position - ConvertUnits.ToDisplayUnits(jointDiff));
}
}
ConnectWireBetweenPorts();
CreateJoint(true);
@@ -936,10 +935,9 @@ namespace Barotrauma.Items.Components
if (DockingTarget == null)
{
dockingState = MathHelper.Lerp(dockingState, 0.0f, deltaTime * 10.0f);
if (dockingState < 0.01f) docked = false;
item.SendSignal(0, "0", "state_out", null);
item.SendSignal(0, (FindAdjacentPort() != null) ? "1" : "0", "proximity_sensor", null);
if (dockingState < 0.01f) { docked = false; }
item.SendSignal("0", "state_out");
item.SendSignal((FindAdjacentPort() != null) ? "1" : "0", "proximity_sensor");
}
else
{
@@ -997,7 +995,7 @@ namespace Barotrauma.Items.Components
dockingState = MathHelper.Lerp(dockingState, 1.0f, deltaTime * 10.0f);
}
item.SendSignal(0, IsLocked ? "1" : "0", "state_out", null);
item.SendSignal(IsLocked ? "1" : "0", "state_out");
}
if (!obstructedWayPointsDisabled && dockingState >= 0.99f)
{
@@ -1102,7 +1100,7 @@ namespace Barotrauma.Items.Components
}
}
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f)
public override void ReceiveSignal(Signal signal, Connection connection)
{
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
@@ -1114,29 +1112,29 @@ namespace Barotrauma.Items.Components
switch (connection.Name)
{
case "toggle":
if (signal != "0")
if (signal.value != "0")
{
Docked = !docked;
}
break;
case "set_active":
case "set_state":
Docked = signal != "0";
Docked = signal.value != "0";
break;
}
#if SERVER
if (sender != null && docked != wasDocked)
if (signal.sender != null && docked != wasDocked)
{
if (docked)
{
if (item.Submarine != null && DockingTarget?.item?.Submarine != null)
GameServer.Log(GameServer.CharacterLogName(sender) + " docked " + item.Submarine.Info.Name + " to " + DockingTarget.item.Submarine.Info.Name, ServerLog.MessageType.ItemInteraction);
GameServer.Log(GameServer.CharacterLogName(signal.sender) + " docked " + item.Submarine.Info.Name + " to " + DockingTarget.item.Submarine.Info.Name, ServerLog.MessageType.ItemInteraction);
}
else
{
if (item.Submarine != null && prevDockingTarget?.item?.Submarine != null)
GameServer.Log(GameServer.CharacterLogName(sender) + " undocked " + item.Submarine.Info.Name + " from " + prevDockingTarget.item.Submarine.Info.Name, ServerLog.MessageType.ItemInteraction);
GameServer.Log(GameServer.CharacterLogName(signal.sender) + " undocked " + item.Submarine.Info.Name + " from " + prevDockingTarget.item.Submarine.Info.Name, ServerLog.MessageType.ItemInteraction);
}
}
#endif