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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@@ -33,7 +33,7 @@ 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=0.0f)
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power=0.0f)
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{
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switch (connection.Name)
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{
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@@ -41,7 +41,7 @@ namespace Barotrauma.Items.Components
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string signalOut = (signal == targetSignal) ? output : falseOutput;
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if (string.IsNullOrWhiteSpace(signalOut)) return;
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item.SendSignal(stepsTaken, signalOut, "signal_out");
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item.SendSignal(stepsTaken, signalOut, "signal_out", sender);
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break;
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case "set_output":
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