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.

This commit is contained in:
Regalis
2017-04-28 18:10:47 +03:00
parent 64c109f13b
commit 89941229f8
28 changed files with 120 additions and 81 deletions
@@ -158,8 +158,8 @@ namespace Barotrauma.Items.Components
return false;
}
item.SendSignal(0, "1", "trigger_out");
item.SendSignal(0, "1", "trigger_out", character);
ApplyStatusEffects(ActionType.OnUse, 1.0f, activator);
return true;
@@ -194,7 +194,7 @@ namespace Barotrauma.Items.Components
if (focusTarget == null)
{
item.SendSignal(0, ToolBox.Vector2ToString(character.CursorWorldPosition), "position_out");
item.SendSignal(0, ToolBox.Vector2ToString(character.CursorWorldPosition), "position_out", character);
return;
}
@@ -209,13 +209,13 @@ namespace Barotrauma.Items.Components
if (!character.IsRemotePlayer || character.ViewTarget == focusTarget)
{
item.SendSignal(0, ToolBox.Vector2ToString(character.CursorWorldPosition), "position_out");
item.SendSignal(0, ToolBox.Vector2ToString(character.CursorWorldPosition), "position_out", character);
}
}
public override bool Pick(Character picker)
{
item.SendSignal(0, "1", "signal_out");
item.SendSignal(0, "1", "signal_out", picker);
PlaySound(ActionType.OnUse, item.WorldPosition);
@@ -261,7 +261,7 @@ namespace Barotrauma.Items.Components
IsActive = true;
}
item.SendSignal(0, "1", "signal_out");
item.SendSignal(0, "1", "signal_out", character);
return true;
}