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
@@ -49,10 +49,10 @@ namespace Barotrauma.Items.Components
{
base.Update(deltaTime, cam);
item.SendSignal(0, IsOn ? "1" : "0", "state_out");
item.SendSignal(0, IsOn ? "1" : "0", "state_out", null);
}
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.IsPower && connection.Name.Contains("_out")) return;
@@ -71,7 +71,7 @@ namespace Barotrauma.Items.Components
if (connectionNumber > 0) outConnection += connectionNumber;
item.SendSignal(stepsTaken, signal, outConnection, power);
item.SendSignal(stepsTaken, signal, outConnection, sender, power);
}
else if (connection.Name == "toggle")
{