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eliminate the rotation parameter from SP.HandleMoveToTargetUpdate(). This can just use the currently set Rotation
looks like I spoke to soon about eliminating jerkiness on "go here"/autopilot. It's still there.
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@@ -81,6 +81,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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if (presence.PhysicsActor.Flying)
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{
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// A horrible hack to stop the NPC dead in its tracks rather than having them overshoot
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// the target if flying.
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// We really need to be more subtle (slow the avatar as it approaches the target) or at
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// least be able to set collision status once, rather than 5 times to give it enough
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// weighting so that that PhysicsActor thinks it really is colliding.
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for (int i = 0; i < 5; i++)
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presence.PhysicsActor.IsColliding = true;
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@@ -106,7 +111,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
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Vector3 agent_control_v3 = new Vector3();
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presence.HandleMoveToTargetUpdate(ref agent_control_v3, presence.Rotation);
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presence.HandleMoveToTargetUpdate(ref agent_control_v3);
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presence.AddNewMovement(agent_control_v3);
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}
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//
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