v0.13.0.11
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@@ -342,7 +342,7 @@ namespace Barotrauma.Items.Components
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powerOut?.SendPowerProbeSignal(source, power);
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}
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power, float signalStrength = 1.0f)
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public override void ReceiveSignal(Signal signal, Connection connection)
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{
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if (item.Condition <= 0.0f || connection.IsPower) { return; }
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if (!connectedRecipients.ContainsKey(connection)) { return; }
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@@ -351,16 +351,16 @@ namespace Barotrauma.Items.Components
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{
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foreach (Connection recipient in connectedRecipients[connection])
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{
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if (recipient.Item == item || recipient.Item == source) { continue; }
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if (recipient.Item == item || recipient.Item == signal.source) { continue; }
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source?.LastSentSignalRecipients.Add(recipient.Item);
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signal.source?.LastSentSignalRecipients.Add(recipient);
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foreach (ItemComponent ic in recipient.Item.Components)
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{
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//other junction boxes don't need to receive the signal in the pass-through signal connections
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//because we relay it straight to the connected items without going through the whole chain of junction boxes
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if (ic is PowerTransfer && !(ic is RelayComponent) && connection.Name.Contains("signal")) { continue; }
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ic.ReceiveSignal(stepsTaken, signal, recipient, source, sender, 0.0f, signalStrength);
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ic.ReceiveSignal(signal, recipient);
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}
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foreach (StatusEffect effect in recipient.Effects)
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