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Add support for the new display name related functions in LSL. This does not
implement the display names functionality as such, but it allows scripts that are display name aware to function as if the display name were implemented and set to the avatar name.
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@@ -50,6 +50,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
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private Object SenseLock = new Object();
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private const int AGENT = 1;
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private const int AGENT_BY_USERNAME = 0x10;
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private const int ACTIVE = 2;
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private const int PASSIVE = 4;
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private const int SCRIPTED = 8;
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@@ -202,7 +203,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
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List<SensedEntity> sensedEntities = new List<SensedEntity>();
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// Is the sensor type is AGENT and not SCRIPTED then include agents
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if ((ts.type & AGENT) != 0 && (ts.type & SCRIPTED) == 0)
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if ((ts.type & (AGENT | AGENT_BY_USERNAME)) != 0 && (ts.type & SCRIPTED) == 0)
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{
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sensedEntities.AddRange(doAgentSensor(ts));
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}
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@@ -505,9 +506,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
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{
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ScenePresence sp;
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// Try lookup by name will return if/when found
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if (!m_CmdManager.m_ScriptEngine.World.TryGetAvatarByName(ts.name, out sp))
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return sensedEntities;
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senseEntity(sp);
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if (((ts.type & AGENT) != 0) && m_CmdManager.m_ScriptEngine.World.TryGetAvatarByName(ts.name, out sp))
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senseEntity(sp);
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if ((ts.type & AGENT_BY_USERNAME) != 0)
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{
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m_CmdManager.m_ScriptEngine.World.ForEachScenePresence(
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delegate (ScenePresence ssp)
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{
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if (ssp.Lastname == "Resident")
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{
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if (ssp.Firstname.ToLower() == ts.name)
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senseEntity(ssp);
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return;
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}
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if (ssp.Name.Replace(" ", ".").ToLower() == ts.name)
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senseEntity(ssp);
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}
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);
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}
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return sensedEntities;
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}
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else
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{
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