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
@@ -165,13 +165,13 @@ namespace Barotrauma.Items.Components
UpdateAutoPilot(deltaTime);
}
item.SendSignal(0, targetVelocity.X.ToString(CultureInfo.InvariantCulture), "velocity_x_out");
item.SendSignal(0, targetVelocity.X.ToString(CultureInfo.InvariantCulture), "velocity_x_out", null);
float targetLevel = -targetVelocity.Y;
targetLevel += (neutralBallastLevel - 0.5f) * 100.0f;
item.SendSignal(0, targetLevel.ToString(CultureInfo.InvariantCulture), "velocity_y_out");
item.SendSignal(0, targetLevel.ToString(CultureInfo.InvariantCulture), "velocity_y_out", null);
voltage -= deltaTime;
@@ -476,7 +476,7 @@ namespace Barotrauma.Items.Components
return true;
}
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power=0.0f)
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power=0.0f)
{
if (connection.Name == "velocity_in")
{
@@ -484,7 +484,7 @@ namespace Barotrauma.Items.Components
}
else
{
base.ReceiveSignal(stepsTaken, signal, connection, sender, power);
base.ReceiveSignal(stepsTaken, signal, connection, source, sender, power);
}
}