(35fabe831) Fixed different EntitySpawner error messages having the same identifier (preventing successive errors from being reported to GameAnalytics after one has been reported)
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@@ -1058,6 +1058,8 @@ namespace Barotrauma
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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//goes through all the AItargets, evaluates how preferable it is to attack the target,
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//whether the Character can see/hear the target and chooses the most preferable target within
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//sight/hearing range
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@@ -90,6 +90,11 @@ namespace Barotrauma
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removeQueue = new Queue<Entity>();
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}
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public override string ToString()
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{
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return "EntitySpawner";
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}
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public void AddToSpawnQueue(ItemPrefab itemPrefab, Vector2 worldPosition, float? condition = null)
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{
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
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@@ -97,7 +102,7 @@ namespace Barotrauma
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{
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string errorMsg = "Attempted to add a null item to entity spawn queue.\n" + Environment.StackTrace;
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DebugConsole.ThrowError(errorMsg);
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GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue3:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue1:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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return;
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}
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spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, worldPosition, condition));
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@@ -110,7 +115,7 @@ namespace Barotrauma
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{
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string errorMsg = "Attempted to add a null item to entity spawn queue.\n" + Environment.StackTrace;
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DebugConsole.ThrowError(errorMsg);
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GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue3:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue2:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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return;
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}
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spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, position, sub, condition));
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