mirror of
https://github.com/opensim/opensim.git
synced 2026-08-05 17:05:55 +08:00
cosmetics
This commit is contained in:
@@ -227,7 +227,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void sitSOGmoved()
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{
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/*
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/*
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if (IsDeleted || !IsSatOnObject)
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//what me? nahh
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return;
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@@ -238,9 +238,9 @@ namespace OpenSim.Region.Framework.Scenes
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if (land == null)
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return; //??
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UUID parcelID = land.LandData.GlobalID;
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if (m_currentParcelUUID != parcelID)
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if (m_currentParcelUUID.NotEqual(parcelID))
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currentParcelUUID = parcelID;
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*/
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*/
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}
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public bool ParcelAllowThisAvatarSounds
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@@ -2354,8 +2354,8 @@ namespace OpenSim.Region.Framework.Scenes
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if (p == this)
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continue;
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if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod)
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continue;
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if (ParcelHideThisAvatar && currentParcelUUID.NotEqual(p.currentParcelUUID) && !p.IsViewerUIGod)
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continue;
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SendAppearanceToAgentNF(p);
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if (haveAnims)
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@@ -2397,7 +2397,7 @@ namespace OpenSim.Region.Framework.Scenes
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continue;
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}
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if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod)
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if (ParcelHideThisAvatar && currentParcelUUID.NotEqual(p.currentParcelUUID) && !p.IsViewerUIGod)
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continue;
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SendAttachmentsToAgentNF(p);
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@@ -2568,7 +2568,7 @@ namespace OpenSim.Region.Framework.Scenes
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collisionPoint.Y = (float) Math.Round(collisionPoint.Y, 1);
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collisionPoint.Z = (float) Math.Round(collisionPoint.Z, 1);
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Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z, collisionPoint.Dot(pNormal));
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Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z,collisionPoint.Dot(pNormal));
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UpdateCameraCollisionPlane(plane);
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}
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}
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@@ -2644,12 +2644,12 @@ namespace OpenSim.Region.Framework.Scenes
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m_mouseLook = (allFlags & ACFlags.AGENT_CONTROL_MOUSELOOK) != 0;
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m_headrotation = agentData.HeadRotation;
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bool hadState = State != 0;
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byte oldState = State;
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State = agentData.State;
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#endregion Inputs
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if (hadState || State != 0)
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if (oldState != State)
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SendAgentTerseUpdate(this);
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if ((allFlags & ACFlags.AGENT_CONTROL_STAND_UP) != 0)
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@@ -2858,33 +2858,25 @@ namespace OpenSim.Region.Framework.Scenes
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// "[SCENE PRESENCE]: In {0} received agent camera update from {1}, flags {2}",
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// Scene.RegionInfo.RegionName, remoteClient.Name, (ACFlags)agentData.ControlFlags);
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if (IsChildAgent)
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if (IsChildAgent || IsInTransit)
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return;
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if(IsInTransit)
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return;
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// ACFlags flags = (ACFlags)agentData.ControlFlags;
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// Camera location in world. We'll need to raytrace
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// from this location from time to time.
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CameraPosition = agentData.CameraCenter;
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// Use these three vectors to figure out what the agent is looking at
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// Convert it to a Matrix and/or Quaternion
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// this may need lock
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CameraAtAxis = agentData.CameraAtAxis;
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CameraAtAxis.Normalize();
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CameraLeftAxis = agentData.CameraLeftAxis;
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CameraLeftAxis.Normalize();
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CameraUpAxis = agentData.CameraUpAxis;
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CameraUpAxis.Normalize();
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CameraRotation = Util.Axes2Rot(CameraAtAxis, CameraLeftAxis, CameraUpAxis);
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DrawDistance = agentData.Far;
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CameraAtAxis.Normalize();
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CameraLeftAxis.Normalize();
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CameraUpAxis.Normalize();
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Quaternion camRot = Util.Axes2Rot(CameraAtAxis, CameraLeftAxis, CameraUpAxis);
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CameraRotation = camRot;
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if(agentData.NeedsCameraCollision)
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if (agentData.NeedsCameraCollision)
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checkCameraCollision();
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TriggerScenePresenceUpdated();
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@@ -2900,24 +2892,22 @@ namespace OpenSim.Region.Framework.Scenes
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/// <returns>True if movement has been updated in some way. False otherwise.</returns>
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public bool HandleMoveToTargetUpdate(float tolerance, ref Vector3 agent_control_v3)
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{
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// m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name);
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//m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name);
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bool updated = false;
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Vector3 LocalVectorToTarget3D = m_moveToPositionTarget - AbsolutePosition;
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}",
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// allowUpdate, m_moveToPositionInProgress, m_autopilotMoving);
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//m_log.DebugFormat(
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// "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}",
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// allowUpdate, m_moveToPositionInProgress, m_autopilotMoving);
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float distanceToTarget;
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if(Flying && !LandAtTarget)
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distanceToTarget = LocalVectorToTarget3D.LengthSquared();
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else
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distanceToTarget = (LocalVectorToTarget3D.X * LocalVectorToTarget3D.X) + (LocalVectorToTarget3D.Y * LocalVectorToTarget3D.Y);
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}",
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// Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget);
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@@ -3029,7 +3019,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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return updated;
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// AddNewMovement(agent_control_v3);
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// AddNewMovement(agent_control_v3);
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}
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public void MoveToTargetHandle(Vector3 pos, bool noFly, bool landAtTarget)
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@@ -3056,9 +3046,9 @@ namespace OpenSim.Region.Framework.Scenes
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if (IsSitting)
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StandUp();
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}",
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// Name, pos, m_scene.RegionInfo.RegionName);
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//m_log.DebugFormat(
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// "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}",
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// Name, pos, m_scene.RegionInfo.RegionName);
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// Allow move to another sub-region within a megaregion
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Vector2 regionSize;
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@@ -3134,13 +3124,13 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public void ResetMoveToTarget()
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{
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// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name);
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//m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name);
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m_movingToTarget = false;
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m_moveToSpeed = -1f;
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// MoveToPositionTarget = Vector3.Zero;
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// lock(m_forceToApplyLock)
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// m_forceToApplyValid = false; // cancel possible last action
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//MoveToPositionTarget = Vector3.Zero;
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//lock(m_forceToApplyLock)
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// m_forceToApplyValid = false; // cancel possible last action
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// We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct
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// resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag.
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@@ -3157,7 +3147,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public void StandUp(bool addPhys = true)
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{
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// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
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//m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
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bool satOnObject = IsSatOnObject;
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SceneObjectPart part = ParentPart;
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@@ -3670,7 +3660,7 @@ namespace OpenSim.Region.Framework.Scenes
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sitAnimation = part.SitAnimation;
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Animator.SetMovementAnimations("SIT");
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// TriggerScenePresenceUpdated();
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//TriggerScenePresenceUpdated();
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part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
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m_scene.EventManager.TriggerParcelPrimCountTainted(); // update select/ sat on
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}
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@@ -3738,7 +3728,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_delayedStop = -1;
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// rotate from avatar coord space to world
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Quaternion rot = Rotation;
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if (!Flying && PresenceType != PresenceType.Npc)
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if (!Flying && !IsNPC)
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{
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// force rotation to be around Z only, if not flying
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// needed for mouselook
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@@ -3833,39 +3823,28 @@ namespace OpenSim.Region.Framework.Scenes
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AddNewMovement(Vector3.Zero, 0);
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}
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if (Appearance.AvatarSize != m_lastSize)
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if (Appearance.AvatarSize.NotEqual(m_lastSize))
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SendAvatarDataToAllAgents();
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// Send terse position update if not sitting and position, velocity, or rotation
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// has changed significantly from last sent update
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// has changed significantly from last sent update
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if (!IsSatOnObject)
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{
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// this does need to be more complex later
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Vector3 vel = Velocity;
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Vector3 dpos = m_pos - m_lastPosition;
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if( State != m_lastState ||
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!vel.ApproxEquals(m_lastVelocity) ||
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!m_bodyRot.ApproxEquals(m_lastRotation) ||
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(vel.IsZero() && !m_lastVelocity.IsZero()) ||
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Math.Abs(dpos.X) > POSITION_LARGETOLERANCE ||
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Math.Abs(dpos.Y) > POSITION_LARGETOLERANCE ||
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Math.Abs(dpos.Z) > POSITION_LARGETOLERANCE ||
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( (Math.Abs(dpos.X) > POSITION_SMALLTOLERANCE ||
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Math.Abs(dpos.Y) > POSITION_SMALLTOLERANCE ||
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Math.Abs(dpos.Z) > POSITION_SMALLTOLERANCE)
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&& vel.LengthSquared() < LOWVELOCITYSQ
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) ||
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Math.Abs(CollisionPlane.X - m_lastCollisionPlane.X) > POSITION_SMALLTOLERANCE ||
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Math.Abs(CollisionPlane.Y - m_lastCollisionPlane.Y) > POSITION_SMALLTOLERANCE ||
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Math.Abs(CollisionPlane.W - m_lastCollisionPlane.W) > POSITION_SMALLTOLERANCE
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)
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if (State != m_lastState || !m_bodyRot.ApproxEquals(m_lastRotation) ||
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!Velocity.ApproxEquals(m_lastVelocity) || (Velocity.IsZero() && !m_lastVelocity.IsZero() ||
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!CollisionPlane.ApproxEquals(m_lastCollisionPlane, POSITION_SMALLTOLERANCE)))
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{
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SendTerseUpdateToAllClients();
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}
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else
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{
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Vector3 dpos = m_pos - m_lastPosition;
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if(!dpos.ApproxZero(POSITION_LARGETOLERANCE) ||
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((!dpos.ApproxZero(POSITION_SMALLTOLERANCE)) && Velocity.LengthSquared() < LOWVELOCITYSQ))
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{
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SendTerseUpdateToAllClients();
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}
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}
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}
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CheckForSignificantMovement();
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}
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@@ -3931,7 +3910,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (!remoteClient.IsActive)
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return;
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if (ParcelHideThisAvatar && p.currentParcelUUID != currentParcelUUID && !p.IsViewerUIGod)
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if (ParcelHideThisAvatar && p.currentParcelUUID.NotEqual(currentParcelUUID )&& !p.IsViewerUIGod)
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return;
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//m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity);
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@@ -4158,7 +4137,7 @@ namespace OpenSim.Region.Framework.Scenes
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// get the avatar, then a kill if can't see it
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p.SendInitialAvatarDataToAgent(this);
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if (p.ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !IsViewerUIGod)
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if (p.ParcelHideThisAvatar && currentParcelUUID.NotEqual(p.currentParcelUUID) && !IsViewerUIGod)
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return;
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p.SendAppearanceToAgentNF(this);
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@@ -4218,7 +4197,7 @@ namespace OpenSim.Region.Framework.Scenes
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p.ControllingClient.SendEntityFullUpdateImmediate(ParentPart.ParentGroup.RootPart);
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}
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p.ControllingClient.SendEntityFullUpdateImmediate(this);
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if (p != this && ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod)
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if (p != this && ParcelHideThisAvatar && currentParcelUUID.NotEqual(p.currentParcelUUID) && !p.IsViewerUIGod)
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// either just kill the object
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// p.ControllingClient.SendKillObject(new List<uint> {LocalId});
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// or also attachments viewer may still know about
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@@ -4235,7 +4214,7 @@ namespace OpenSim.Region.Framework.Scenes
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p.ControllingClient.SendEntityFullUpdateImmediate(ParentPart.ParentGroup.RootPart);
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}
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p.ControllingClient.SendEntityFullUpdateImmediate(this);
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if (p != this && ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod)
|
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if (p != this && ParcelHideThisAvatar && currentParcelUUID.NotEqual(p.currentParcelUUID) && !p.IsViewerUIGod)
|
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// either just kill the object
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// p.ControllingClient.SendKillObject(new List<uint> {LocalId});
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// or also attachments viewer may still know about
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@@ -4312,7 +4291,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (IsChildAgent || Animator == null)
|
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return;
|
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|
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if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod)
|
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if (ParcelHideThisAvatar && currentParcelUUID.NotEqual(p.currentParcelUUID) && !p.IsViewerUIGod)
|
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return;
|
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|
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Animator.SendAnimPackToClient(p.ControllingClient);
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@@ -4323,7 +4302,7 @@ namespace OpenSim.Region.Framework.Scenes
|
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if (IsChildAgent)
|
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return;
|
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|
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if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod)
|
||||
if (ParcelHideThisAvatar && currentParcelUUID.NotEqual(p.currentParcelUUID) && !p.IsViewerUIGod)
|
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return;
|
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|
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p.ControllingClient.SendAnimations(animations, seqs, ControllingClient.AgentId, objectIDs);
|
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@@ -4350,7 +4329,7 @@ namespace OpenSim.Region.Framework.Scenes
|
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{
|
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if (p.IsNPC)
|
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return;
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod)
|
||||
if (ParcelHideThisAvatar && currentParcelUUID.NotEqual(p.currentParcelUUID) && !p.IsViewerUIGod)
|
||||
return;
|
||||
p.ControllingClient.SendAnimations(animations, seqs, ControllingClient.AgentId, objectIDs);
|
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});
|
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@@ -4368,7 +4347,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
if (p.LocalId == LocalId)
|
||||
return;
|
||||
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod)
|
||||
if (ParcelHideThisAvatar && currentParcelUUID.NotEqual(p.currentParcelUUID) && !p.IsViewerUIGod)
|
||||
return;
|
||||
p.ControllingClient.SendAnimations(animations, seqs, ControllingClient.AgentId, objectIDs);
|
||||
});
|
||||
@@ -4942,9 +4921,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
{
|
||||
m_callbackURI = cAgent.CallbackURI;
|
||||
m_newCallbackURI = cAgent.NewCallbackURI;
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE]: Set callback for {0} in {1} to {2} in CopyFrom()",
|
||||
// Name, m_scene.RegionInfo.RegionName, m_callbackURI);
|
||||
//m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE]: Set callback for {0} in {1} to {2} in CopyFrom()",
|
||||
// Name, m_scene.RegionInfo.RegionName, m_callbackURI);
|
||||
|
||||
GodController.SetState(cAgent.GodData);
|
||||
|
||||
@@ -4986,7 +4965,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
SetAlwaysRun = cAgent.AlwaysRun;
|
||||
|
||||
Appearance = new AvatarAppearance(cAgent.Appearance, true, true);
|
||||
/*
|
||||
|
||||
/*
|
||||
bool isFlying = ((m_AgentControlFlags & ACFlags.AGENT_CONTROL_FLY) != 0);
|
||||
|
||||
if (PhysicsActor != null)
|
||||
@@ -4994,7 +4974,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
RemoveFromPhysicalScene();
|
||||
AddToPhysicalScene(isFlying);
|
||||
}
|
||||
*/
|
||||
*/
|
||||
|
||||
if (Scene.AttachmentsModule != null)
|
||||
Scene.AttachmentsModule.CopyAttachments(cAgent, this);
|
||||
@@ -5145,11 +5125,11 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
}
|
||||
|
||||
if (Appearance.AvatarHeight == 0)
|
||||
// Appearance.SetHeight();
|
||||
//Appearance.SetHeight();
|
||||
Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f));
|
||||
|
||||
// lock(m_forceToApplyLock)
|
||||
// m_forceToApplyValid = false;
|
||||
//lock(m_forceToApplyLock)
|
||||
// m_forceToApplyValid = false;
|
||||
|
||||
PhysicsScene scene = m_scene.PhysicsScene;
|
||||
Vector3 pVec = AbsolutePosition;
|
||||
@@ -5196,28 +5176,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
if(IsInTransit)
|
||||
return;
|
||||
|
||||
//if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
|
||||
// The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
|
||||
// as of this comment the interval is set in AddToPhysicalScene
|
||||
|
||||
// if (m_updateCount > 0)
|
||||
// {
|
||||
// if (Animator != null && Animator.UpdateMovementAnimations())
|
||||
// TriggerScenePresenceUpdated();
|
||||
// m_updateCount--;
|
||||
// }
|
||||
|
||||
CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
|
||||
Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
|
||||
|
||||
// // No collisions at all means we may be flying. Update always
|
||||
// // to make falling work
|
||||
// if (m_lastColCount != coldata.Count || coldata.Count == 0)
|
||||
// {
|
||||
// m_updateCount = UPDATE_COUNT;
|
||||
// m_lastColCount = coldata.Count;
|
||||
// }
|
||||
|
||||
if (coldata.Count != 0)
|
||||
{
|
||||
ContactPoint lowest;
|
||||
@@ -5340,7 +5301,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
return m_attachments.Count;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Get all the presence's attachments.
|
||||
/// </summary>
|
||||
@@ -5501,7 +5461,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
|
||||
return validated;
|
||||
}
|
||||
/*
|
||||
|
||||
/*
|
||||
public void SendAttachmentsToAllAgents()
|
||||
{
|
||||
lock (m_attachments)
|
||||
@@ -5513,7 +5474,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
if (p != this && sog.HasPrivateAttachmentPoint)
|
||||
return;
|
||||
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod)
|
||||
if (ParcelHideThisAvatar && currentParcelUUID.NotEqual(p.currentParcelUUID) && !p.IsViewerUIGod)
|
||||
return;
|
||||
|
||||
SendTerseUpdateToAgentNF(p);
|
||||
@@ -5522,13 +5483,14 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
*/
|
||||
|
||||
// send attachments to a client without filters except for huds
|
||||
// for now they are checked in several places down the line...
|
||||
public void SendAttachmentsToAgentNF(ScenePresence p)
|
||||
{
|
||||
SendTerseUpdateToAgentNF(p);
|
||||
// SendAvatarDataToAgentNF(this);
|
||||
//SendAvatarDataToAgentNF(this);
|
||||
lock (m_attachments)
|
||||
{
|
||||
foreach (SceneObjectGroup sog in m_attachments)
|
||||
@@ -5614,7 +5576,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
if (p == this || p.IsDeleted)
|
||||
continue;
|
||||
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod)
|
||||
if (ParcelHideThisAvatar && currentParcelUUID.NotEqual(p.currentParcelUUID) && !p.IsViewerUIGod)
|
||||
continue;
|
||||
|
||||
for (int i = 0; i < nparts; i++)
|
||||
@@ -5675,7 +5637,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
if (p == this)
|
||||
continue;
|
||||
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod)
|
||||
if (ParcelHideThisAvatar && currentParcelUUID.NotEqual(p.currentParcelUUID) && !p.IsViewerUIGod)
|
||||
continue;
|
||||
|
||||
p.ControllingClient.SendEntityUpdate(rootpart, update);
|
||||
@@ -5707,7 +5669,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
{
|
||||
if (p == this)
|
||||
continue;
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod)
|
||||
if (ParcelHideThisAvatar && currentParcelUUID.NotEqual(p.currentParcelUUID) && !p.IsViewerUIGod)
|
||||
continue;
|
||||
|
||||
p.ControllingClient.SendEntityUpdate(part, update);
|
||||
@@ -6316,8 +6278,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
return true;
|
||||
|
||||
// respect region owner and managers
|
||||
// if(m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid))
|
||||
// return true;
|
||||
//if(m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid))
|
||||
// return true;
|
||||
|
||||
if (!m_scene.RegionInfo.EstateSettings.AllowDirectTeleport)
|
||||
{
|
||||
@@ -6702,7 +6664,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
continue;
|
||||
|
||||
// those on not on parcel see me
|
||||
if (currentParcelID != p.currentParcelUUID)
|
||||
if (currentParcelID.NotEqual(p.currentParcelUUID))
|
||||
{
|
||||
viewsToSendto.Add(p); // they see me
|
||||
}
|
||||
@@ -6717,7 +6679,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
continue;
|
||||
|
||||
// those not on parcel dont see me
|
||||
if (currentParcelID != p.currentParcelUUID && !p.IsViewerUIGod)
|
||||
if (currentParcelID.NotEqual(p.currentParcelUUID) && !p.IsViewerUIGod)
|
||||
{
|
||||
killsToSendto.Add(p); // they dont see me
|
||||
}
|
||||
@@ -6927,7 +6889,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
public void SetAnimationOverride(string animState, UUID animID)
|
||||
{
|
||||
Overrides.SetOverride(animState, animID);
|
||||
// Animator.SendAnimPack();
|
||||
//Animator.SendAnimPack();
|
||||
Animator.ForceUpdateMovementAnimations();
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user