refactor: rename the move to position methods to move to target to be consistent with terminology used by scene object part and elsewhere

This commit is contained in:
Justin Clark-Casey (justincc)
2011-08-03 22:34:05 +01:00
parent 2964467708
commit a333c60f28
4 changed files with 16 additions and 40 deletions

View File

@@ -74,7 +74,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
{
// m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0} {1}", presence.Name, presence.UUID);
// We are close enough to the target for now
presence.ResetMoveToPosition();
presence.ResetMoveToTarget();
presence.Velocity = Vector3.Zero;
// FIXME: This doesn't work
@@ -86,7 +86,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
else
{
Vector3 agent_control_v3 = new Vector3();
presence.DoMoveToPositionUpdate(ref agent_control_v3, presence.Rotation, false, true);
presence.HandleMoveToPositionUpdate(ref agent_control_v3, presence.Rotation, false, true);
presence.AddNewMovement(agent_control_v3, presence.Rotation);
}
//
@@ -189,7 +189,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
m_log.DebugFormat(
"[NPC MODULE]: Moving {0} to {1} in {2}", sp.Name, pos, scene.RegionInfo.RegionName);
sp.DoMoveToPosition(pos);
sp.MoveToTarget(pos);
}
}
}