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