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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@@ -131,9 +131,9 @@ namespace Barotrauma.Items.Components
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force = MathHelper.Lerp(force, 0.0f, 0.1f);
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}
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public override void ReceiveSignal(int stepsTaken, 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 source, Character sender, float power=0.0f)
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{
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base.ReceiveSignal(stepsTaken, signal, connection, sender, power);
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base.ReceiveSignal(stepsTaken, signal, connection, source, sender, power);
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if (connection.Name == "set_force")
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{
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