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