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refactor: Split most of EntityTransferModule.Teleport() into its same region and different region teleport components.
DoTeleport() now retrives IEventQueue itself rather than requiring it to be passed in.
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@@ -37,12 +37,41 @@ namespace OpenSim.Region.Framework.Interfaces
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{
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public interface IEntityTransferModule
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{
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void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position,
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Vector3 lookAt, uint teleportFlags);
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/// <summary>
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/// Teleport an agent within the same or to a different region.
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/// </summary>
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/// <param name='agent'></param>
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/// <param name='regionHandle'>
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/// The handle of the destination region. If it's the same as the region currently
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/// occupied by the agent then the teleport will be within that region.
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/// </param>
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/// <param name='position'></param>
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/// <param name='lookAt'></param>
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/// <param name='teleportFlags'></param>
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void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags);
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void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
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Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq);
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/// <summary>
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/// Teleport an agent directly to a given region without checking whether the region should be subsituted.
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/// </summary>
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/// <remarks>
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/// Please use Teleport() instead unless you know exactly what you're doing.
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/// Do not use for same region teleports.
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/// </remarks>
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/// <param name='sp'></param>
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/// <param name='reg'></param>
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/// <param name='finalDestination'>/param>
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/// <param name='position'></param>
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/// <param name='lookAt'></param>
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/// <param name='teleportFlags'></param>
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void DoTeleport(
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ScenePresence sp, GridRegion reg, GridRegion finalDestination,
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Vector3 position, Vector3 lookAt, uint teleportFlags);
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/// <summary>
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/// Teleports the agent for the given client to their home destination.
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/// </summary>
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/// <param name='id'></param>
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/// <param name='client'></param>
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void TeleportHome(UUID id, IClientAPI client);
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bool Cross(ScenePresence agent, bool isFlying);
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