Unstable v0.1300.0.1
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+42
-3
@@ -1,17 +1,56 @@
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using System.Xml.Linq;
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using System;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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class SignalCheckComponent : ItemComponent
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{
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private string output;
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[InGameEditable, Serialize("1", true, description: "The signal this item outputs when the received signal matches the target signal.", alwaysUseInstanceValues: true)]
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public string Output { get; set; }
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public string Output
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{
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get { return output; }
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set
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{
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if (value == null) { return; }
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output = value;
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if (output.Length > MaxOutputLength)
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{
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output = output.Substring(0, MaxOutputLength);
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}
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}
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}
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private string falseOutput;
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[InGameEditable, Serialize("0", true, description: "The signal this item outputs when the received signal does not match the target signal.", alwaysUseInstanceValues: true)]
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public string FalseOutput { get; set; }
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public string FalseOutput
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{
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get { return falseOutput; }
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set
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{
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if (value == null) { return; }
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falseOutput = value;
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if (falseOutput.Length > MaxOutputLength)
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{
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falseOutput = falseOutput.Substring(0, MaxOutputLength);
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}
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}
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}
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[InGameEditable, Serialize("", true, description: "The value to compare the received signals against.", alwaysUseInstanceValues: true)]
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public string TargetSignal { get; set; }
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private int maxOutputLength;
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[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
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public int MaxOutputLength
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{
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get { return maxOutputLength; }
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set
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{
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maxOutputLength = Math.Max(value, 0);
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}
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}
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public SignalCheckComponent(Item item, XElement element)
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: base(item, element)
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{
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