implement osNpcStopMoveTo() to cancel any current move target

This commit is contained in:
Justin Clark-Casey (justincc)
2011-08-10 00:26:38 +01:00
parent cba54090c7
commit 195c1dc9b8
6 changed files with 66 additions and 9 deletions

View File

@@ -58,7 +58,7 @@ namespace OpenSim.Region.Framework.Interfaces
/// <param name="agentID"></param>
/// <param name="appearance"></param>
/// <param name="scene"></param>
/// <returns></returns>
/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
bool SetNPCAppearance(UUID agentID, AvatarAppearance appearance, Scene scene);
/// <summary>
@@ -67,7 +67,16 @@ namespace OpenSim.Region.Framework.Interfaces
/// <param name="agentID">The UUID of the NPC</param>
/// <param name="scene"></param>
/// <param name="pos"></param>
void MoveToTarget(UUID agentID, Scene scene, Vector3 pos);
/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos);
/// <summary>
/// Stop the NPC's current movement.
/// </summary>
/// <param name="agentID">The UUID of the NPC</param>
/// <param name="scene"></param>
/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
bool StopMoveToTarget(UUID agentID, Scene scene);
/// <summary>
/// Get the NPC to say something.
@@ -75,13 +84,15 @@ namespace OpenSim.Region.Framework.Interfaces
/// <param name="agentID">The UUID of the NPC</param>
/// <param name="scene"></param>
/// <param name="text"></param>
void Say(UUID agentID, Scene scene, string text);
/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
bool Say(UUID agentID, Scene scene, string text);
/// <summary>
/// Delete an NPC.
/// </summary>
/// <param name="agentID">The UUID of the NPC</param>
/// <param name="scene"></param>
void DeleteNPC(UUID agentID, Scene scene);
/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
bool DeleteNPC(UUID agentID, Scene scene);
}
}