A reference to the character who triggered a signal is passed to all the recipients of the signal. Allows more accurate server logging: using doors, docking ports or turrets is now properly logged.
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@@ -499,7 +499,7 @@ namespace Barotrauma.Items.Components
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//called then the item is dropped or dragged out of a "limbslot"
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public virtual void Unequip(Character character) { }
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public virtual void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power = 0.0f)
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public virtual void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f)
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{
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switch (connection.Name)
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