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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@@ -194,9 +194,9 @@ namespace Barotrauma.Items.Components
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}
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}
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power = 0)
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0)
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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 (sender == null || sender.CurrentHull == null) return;
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@@ -213,7 +213,7 @@ namespace Barotrauma.Items.Components
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{
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case "water_data_in":
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//cheating a bit because water detectors don't actually send the water level
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if (sender.GetComponent<WaterDetector>() == null)
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if (source.GetComponent<WaterDetector>() == null)
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{
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hullData.Water = Rand.Range(0.0f, 1.0f);
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}
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