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
+7 -2
View File
@@ -192,6 +192,11 @@ namespace Barotrauma.Items.Components
Launch(projectiles[0].Item);
if (character != null)
{
GameServer.Log(character.Name + " launched " + item.Name, Color.Orange);
}
return true;
}
@@ -364,7 +369,7 @@ namespace Barotrauma.Items.Components
}
}
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power)
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power)
{
switch (connection.Name)
{
@@ -382,7 +387,7 @@ namespace Barotrauma.Items.Components
break;
case "trigger_in":
item.Use((float)Timing.Step, null);
item.Use((float)Timing.Step, sender);
break;
}
}