early code to allow scripts to force npcs not to fly when moving to target

this is to allow walking on prims.  it will be up to the script writer to be sure that there is a continuous path.
currently implemented in osNpcMoveToTarget(), but none of this is final.
This commit is contained in:
Justin Clark-Casey (justincc)
2011-08-10 01:47:37 +01:00
parent 4cb8d6379d
commit 5d6c9644fa
15 changed files with 45 additions and 18 deletions

View File

@@ -113,7 +113,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
Vector3 targetPos = startPos + new Vector3(0, 0, 10);
npcModule.MoveToTarget(npc.UUID, scene, targetPos);
npcModule.MoveToTarget(npc.UUID, scene, targetPos, false);
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
@@ -135,7 +135,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
// Try a second movement
startPos = npc.AbsolutePosition;
targetPos = startPos + new Vector3(10, 0, 0);
npcModule.MoveToTarget(npc.UUID, scene, targetPos);
npcModule.MoveToTarget(npc.UUID, scene, targetPos, false);
scene.Update();