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
@@ -33,7 +33,7 @@ namespace Barotrauma.Items.Components
{
}
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)
{
switch (connection.Name)
{
@@ -41,7 +41,7 @@ namespace Barotrauma.Items.Components
string signalOut = (signal == targetSignal) ? output : falseOutput;
if (string.IsNullOrWhiteSpace(signalOut)) return;
item.SendSignal(stepsTaken, signalOut, "signal_out");
item.SendSignal(stepsTaken, signalOut, "signal_out", sender);
break;
case "set_output":