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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@@ -224,7 +224,7 @@ namespace Barotrauma.Items.Components
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return true;
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}
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power)
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power)
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{
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if (!connection.IsPower) return;
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@@ -236,8 +236,6 @@ namespace Barotrauma.Items.Components
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{
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outputVoltage = power;
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}
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//if (currPowerConsumption == 0.0f) voltage = 0.0f;
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//if (connection.IsPower) voltage = power;
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}
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public void Draw(SpriteBatch spriteBatch, bool editing = false)
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