Merge pull request #5 from Regalis11/master

0.13.3.11
This commit is contained in:
Evil Factory
2021-04-29 13:15:54 -03:00
committed by GitHub
88 changed files with 800 additions and 428 deletions
@@ -23,6 +23,17 @@ namespace Barotrauma.Items.Components
}
}
private int maxOutputLength;
[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
public int MaxOutputLength
{
get { return maxOutputLength; }
set
{
maxOutputLength = Math.Max(value, 0);
}
}
[InGameEditable, Serialize("1", true, description: "The signal sent when the condition is met.", alwaysUseInstanceValues: true)]
public string Output
{
@@ -53,17 +64,6 @@ namespace Barotrauma.Items.Components
}
}
private int maxOutputLength;
[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
public int MaxOutputLength
{
get { return maxOutputLength; }
set
{
maxOutputLength = Math.Max(value, 0);
}
}
public AndComponent(Item item, XElement element)
: base(item, element)
{
@@ -15,6 +15,17 @@ namespace Barotrauma.Items.Components
//the output is sent if both inputs have received a signal within the timeframe
protected float timeFrame;
private int maxOutputLength;
[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
public int MaxOutputLength
{
get { return maxOutputLength; }
set
{
maxOutputLength = Math.Max(value, 0);
}
}
[InGameEditable, Serialize("1", true, description: "The signal sent when the condition is met.", alwaysUseInstanceValues: true)]
public string Output
{
@@ -45,17 +56,6 @@ namespace Barotrauma.Items.Components
}
}
private int maxOutputLength;
[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
public int MaxOutputLength
{
get { return maxOutputLength; }
set
{
maxOutputLength = Math.Max(value, 0);
}
}
[InGameEditable(DecimalCount = 2), Serialize(0.0f, true, description: "The maximum amount of time between the received signals. If set to 0, the signals must be received at the same time.", alwaysUseInstanceValues: true)]
public float TimeFrame
{
@@ -6,6 +6,17 @@ namespace Barotrauma.Items.Components
{
partial class MemoryComponent : ItemComponent, IServerSerializable
{
private int maxValueLength;
[Editable, Serialize(200, false, description: "The maximum length of the stored value. Warning: Large values can lead to large memory usage or networking issues.")]
public int MaxValueLength
{
get { return maxValueLength; }
set
{
maxValueLength = Math.Max(value, 0);
}
}
private string value;
[InGameEditable, Serialize("", true, description: "The currently stored signal the item outputs.", alwaysUseInstanceValues: true)]
@@ -23,17 +34,6 @@ namespace Barotrauma.Items.Components
}
}
private int maxValueLength;
[Editable, Serialize(200, false, description: "The maximum length of the stored value. Warning: Large values can lead to large memory usage or networking issues.")]
public int MaxValueLength
{
get { return maxValueLength; }
set
{
maxValueLength = Math.Max(value, 0);
}
}
protected bool writeable = true;
public MemoryComponent(Item item, XElement element)
@@ -74,6 +74,17 @@ namespace Barotrauma.Items.Components
}
}
private int maxOutputLength;
[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
public int MaxOutputLength
{
get { return maxOutputLength; }
set
{
maxOutputLength = Math.Max(value, 0);
}
}
private string output;
[InGameEditable, Serialize("1", true, description: "The signal the item outputs when it has detected movement.", alwaysUseInstanceValues: true)]
public string Output
@@ -106,17 +117,6 @@ namespace Barotrauma.Items.Components
}
}
private int maxOutputLength;
[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
public int MaxOutputLength
{
get { return maxOutputLength; }
set
{
maxOutputLength = Math.Max(value, 0);
}
}
[Editable(DecimalCount = 3), Serialize(0.01f, true, description: "How fast the objects within the detector's range have to be moving (in m/s).", alwaysUseInstanceValues: true)]
public float MinimumVelocity
{
@@ -18,6 +18,17 @@ namespace Barotrauma.Items.Components
private bool nonContinuousOutputSent;
private int maxOutputLength;
[Editable, Serialize(200, false, description: "The maximum length of the output string. Warning: Large values can lead to large memory usage or networking issues.")]
public int MaxOutputLength
{
get { return maxOutputLength; }
set
{
maxOutputLength = Math.Max(value, 0);
}
}
private string output;
[InGameEditable, Serialize("1", true, description: "The signal this item outputs when the received signal matches the regular expression.", alwaysUseInstanceValues: true)]
@@ -61,23 +72,11 @@ namespace Barotrauma.Items.Components
catch
{
item.SendSignal("ERROR", "signal_out");
return;
}
}
}
private int maxOutputLength;
[Editable, Serialize(200, false, description: "The maximum length of the output string. Warning: Large values can lead to large memory usage or networking issues.")]
public int MaxOutputLength
{
get { return maxOutputLength; }
set
{
maxOutputLength = Math.Max(value, 0);
}
}
public RegExFindComponent(Item item, XElement element)
: base(item, element)
{
@@ -5,6 +5,17 @@ namespace Barotrauma.Items.Components
{
class SignalCheckComponent : ItemComponent
{
private int maxOutputLength;
[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
public int MaxOutputLength
{
get { return maxOutputLength; }
set
{
maxOutputLength = Math.Max(value, 0);
}
}
private string output;
[InGameEditable, Serialize("1", true, description: "The signal this item outputs when the received signal matches the target signal.", alwaysUseInstanceValues: true)]
public string Output
@@ -40,17 +51,6 @@ namespace Barotrauma.Items.Components
[InGameEditable, Serialize("", true, description: "The value to compare the received signals against.", alwaysUseInstanceValues: true)]
public string TargetSignal { get; set; }
private int maxOutputLength;
[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
public int MaxOutputLength
{
get { return maxOutputLength; }
set
{
maxOutputLength = Math.Max(value, 0);
}
}
public SignalCheckComponent(Item item, XElement element)
: base(item, element)
{
@@ -10,6 +10,17 @@ namespace Barotrauma.Items.Components
private bool fireInRange;
private int maxOutputLength;
[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
public int MaxOutputLength
{
get { return maxOutputLength; }
set
{
maxOutputLength = Math.Max(value, 0);
}
}
private string output;
[InGameEditable, Serialize("1", true, description: "The signal the item outputs when it has detected a fire.", alwaysUseInstanceValues: true)]
public string Output
@@ -42,17 +53,6 @@ namespace Barotrauma.Items.Components
}
}
private int maxOutputLength;
[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
public int MaxOutputLength
{
get { return maxOutputLength; }
set
{
maxOutputLength = Math.Max(value, 0);
}
}
public SmokeDetector(Item item, XElement element)
: base(item, element)
{
@@ -12,6 +12,17 @@ namespace Barotrauma.Items.Components
private bool isInWater;
private float stateSwitchDelay;
private int maxOutputLength;
[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
public int MaxOutputLength
{
get { return maxOutputLength; }
set
{
maxOutputLength = Math.Max(value, 0);
}
}
private string output;
[InGameEditable, Serialize("1", true, description: "The signal the item sends out when it's underwater.", alwaysUseInstanceValues: true)]
public string Output
@@ -44,17 +55,6 @@ namespace Barotrauma.Items.Components
}
}
private int maxOutputLength;
[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
public int MaxOutputLength
{
get { return maxOutputLength; }
set
{
maxOutputLength = Math.Max(value, 0);
}
}
public WaterDetector(Item item, XElement element)
: base(item, element)
{