Merge remote-tracking branch 'upstream/master' into develop

This commit is contained in:
EvilFactory
2024-06-18 12:19:13 -03:00
263 changed files with 7788 additions and 2849 deletions
@@ -60,6 +60,15 @@ namespace Barotrauma.Networking
{
get
{
if (Type == ChatMessageType.Radio && Sender is Item)
{
if (translatedText.IsNullOrEmpty())
{
translatedText = TextManager.Get(Text).Fallback(Text).Value;
}
return translatedText;
}
if (Type.HasFlag(ChatMessageType.Server) || Type.HasFlag(ChatMessageType.Error) || Type.HasFlag(ChatMessageType.ServerLog))
{
if (translatedText.IsNullOrEmpty())
@@ -80,8 +89,9 @@ namespace Barotrauma.Networking
public PlayerConnectionChangeType ChangeType;
public string IconStyle;
public Character Sender;
public Client SenderClient;
public Character SenderCharacter => Sender as Character;
public readonly Entity Sender;
public readonly Client SenderClient;
public readonly string SenderName;
@@ -120,7 +130,7 @@ namespace Barotrauma.Networking
public ChatMode ChatMode { get; set; } = ChatMode.None;
protected ChatMessage(string senderName, string text, ChatMessageType type, Character sender, Client client, PlayerConnectionChangeType changeType = PlayerConnectionChangeType.None, Color? textColor = null)
protected ChatMessage(string senderName, string text, ChatMessageType type, Entity sender, Client client, PlayerConnectionChangeType changeType = PlayerConnectionChangeType.None, Color? textColor = null)
{
Text = text;
Type = type;
@@ -134,7 +144,7 @@ namespace Barotrauma.Networking
customTextColor = textColor;
}
public static ChatMessage Create(string senderName, string text, ChatMessageType type, Character sender, Client client = null, PlayerConnectionChangeType changeType = PlayerConnectionChangeType.None, Color? textColor = null)
public static ChatMessage Create(string senderName, string text, ChatMessageType type, Entity sender, Client client = null, PlayerConnectionChangeType changeType = PlayerConnectionChangeType.None, Color? textColor = null)
{
return new ChatMessage(senderName, text, type, sender, client ?? GameMain.NetworkMember?.ConnectedClients?.Find(c => c.Character != null && c.Character == sender), changeType, textColor);
}