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Implement osNpcSit(). This is still in development so don't trust it
Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE) e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE); At the moment, sit only succeeds if the part has a sit target set. NPC immediately sits on the target even if miles away - they do not walk up to it. This method is in development - it may change so please don't trust it yet. Standing will follow shortly since that's kind of important once you're sitting :)
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@@ -1220,14 +1220,12 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public UUID SitTargetAvatar
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{
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get { return m_sitTargetAvatar; }
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set { m_sitTargetAvatar = value; }
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}
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public virtual UUID RegionID
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{
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get
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@@ -615,13 +615,13 @@ namespace OpenSim.Region.Framework.Scenes
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set { m_isChildAgent = value; }
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}
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private uint m_parentID;
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public uint ParentID
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{
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get { return m_parentID; }
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set { m_parentID = value; }
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}
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private uint m_parentID;
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public float Health
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{
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get { return m_health; }
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@@ -1962,6 +1962,8 @@ namespace OpenSim.Region.Framework.Scenes
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)
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));
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// m_log.DebugFormat("[SCENE PRESENCE]: {0} {1}", SitTargetisSet, SitTargetUnOccupied);
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if (SitTargetisSet && SitTargetUnOccupied)
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{
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part.SitTargetAvatar = UUID;
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@@ -2256,7 +2258,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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*/
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public void HandleAgentSit(IClientAPI remoteClient, UUID agentID)
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{
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if (!String.IsNullOrEmpty(m_nextSitAnimation))
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