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Hack around with the NPC module to get osNpcCreate() partially working again.
This now creates an avatar but appearance is always cloudy. Move doesn't work. Really, creating an NPC should only involve a ScenePresence rather than doing anything with IClientAPI, since an NPC has no viewer to communicate with!
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@@ -36,4 +36,4 @@ namespace OpenSim.Region.Framework.Interfaces
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void QueueAppearanceSend(UUID agentid);
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void QueueAppearanceSave(UUID agentid);
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}
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}
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}
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@@ -2593,8 +2593,10 @@ namespace OpenSim.Region.Framework.Scenes
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{
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string homeURL = string.Empty;
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string first = aCircuit.firstname, last = aCircuit.lastname;
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if (aCircuit.ServiceURLs.ContainsKey("HomeURI"))
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homeURL = aCircuit.ServiceURLs["HomeURI"].ToString();
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if (aCircuit.lastname.StartsWith("@"))
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{
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string[] parts = aCircuit.firstname.Split('.');
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@@ -2604,6 +2606,7 @@ namespace OpenSim.Region.Framework.Scenes
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last = parts[1];
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}
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}
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uMan.AddUser(aCircuit.AgentID, first, last, homeURL);
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}
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}
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@@ -3389,7 +3392,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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// In all cases, add or update the circuit data with the new agent circuit data and teleport flags
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agent.teleportFlags = teleportFlags;
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m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
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@@ -1944,10 +1944,9 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.Warn("Sit requested on unknown object: " + targetID.ToString());
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}
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SendSitResponse(remoteClient, targetID, offset, Quaternion.Identity);
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}
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/*
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public void SitRayCastAvatarPosition(SceneObjectPart part)
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{
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@@ -2380,7 +2379,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="remoteClient"></param>
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public void SendTerseUpdateToClient(IClientAPI remoteClient)
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{
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// If the client is inactive, it's getting its updates from another
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// server.
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if (remoteClient.IsActive)
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@@ -2495,7 +2493,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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// If we aren't using a cached appearance, then clear out the baked textures
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if (! cachedappearance)
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if (!cachedappearance)
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{
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m_appearance.ResetAppearance();
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if (m_scene.AvatarFactory != null)
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