When an NPC is created, stop telling neighbouring regions to expect a child agent

This commit is contained in:
Justin Clark-Casey (justincc)
2011-08-09 23:11:07 +01:00
parent 795c8e6c22
commit 92e96d394a
11 changed files with 32 additions and 30 deletions

View File

@@ -190,7 +190,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
public event DeRezObject OnDeRezObject;
public event Action<IClientAPI> OnRegionHandShakeReply;
public event GenericCall1 OnRequestWearables;
public event GenericCall1 OnCompleteMovementToRegion;
public event Action<IClientAPI, bool> OnCompleteMovementToRegion;
public event UpdateAgent OnPreAgentUpdate;
public event UpdateAgent OnAgentUpdate;
public event AgentRequestSit OnAgentRequestSit;
@@ -745,12 +745,8 @@ namespace OpenSim.Region.OptionalModules.World.NPC
{
OnRegionHandShakeReply(this);
}
if (OnCompleteMovementToRegion != null)
{
OnCompleteMovementToRegion(this);
}
}
public void SendAssetUploadCompleteMessage(sbyte AssetType, bool Success, UUID AssetFullID)
{
}

View File

@@ -201,13 +201,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
m_log.DebugFormat(
"[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID);
// Shouldn't call this - temporary.
sp.CompleteMovement(npcAvatar);
// sp.SendAppearanceToAllOtherAgents();
//
// // Send animations back to the avatar as well
// sp.Animator.SendAnimPack();
sp.CompleteMovement(npcAvatar, false);
}
else
{