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If NPCModule.CreateNPC() fails to create the required ScenePresence (which should in theory never happen), don't add the NPC to the npc list but return UUID.Zero instead.
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@@ -148,22 +148,21 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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ScenePresence sp;
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if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
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{
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m_log.DebugFormat(
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"[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID);
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// m_log.DebugFormat(
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// "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID);
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sp.CompleteMovement(npcAvatar, false);
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m_avatars.Add(npcAvatar.AgentId, npcAvatar);
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m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId);
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return npcAvatar.AgentId;
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}
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else
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{
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m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID);
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return UUID.Zero;
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}
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m_avatars.Add(npcAvatar.AgentId, npcAvatar);
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}
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m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId);
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return npcAvatar.AgentId;
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}
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public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget)
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