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document & 80-character width terminal formatting
Signed-off-by: Diva Canto <diva@metaverseink.com>
This commit is contained in:
@@ -32,14 +32,16 @@ using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.Framework.Interfaces
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{
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/// <summary>
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/// Temporary interface. More methods to come at some point to make NPCs more object oriented rather than
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/// controlling purely through module level interface calls (e.g. sit/stand).
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/// Temporary interface. More methods to come at some point to make NPCs
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/// more object oriented rather than controlling purely through module
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/// level interface calls (e.g. sit/stand).
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/// </summary>
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public interface INPC
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{
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/// <summary>
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/// Should this NPC be sensed by LSL sensors as an 'agent' (interpreted here to mean a normal user)
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/// rather than an OpenSim specific NPC extension?
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/// Should this NPC be sensed by LSL sensors as an 'agent'
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/// (interpreted here to mean a normal user) rather than an OpenSim
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/// specific NPC extension?
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/// </summary>
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bool SenseAsAgent { get; }
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}
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@@ -53,35 +55,42 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="lastname"></param>
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/// <param name="position"></param>
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/// <param name="senseAsAgent">
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/// Make the NPC show up as an agent on LSL sensors. The default is that they
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/// show up as the NPC type instead, but this is currently an OpenSim-only extension.
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/// Make the NPC show up as an agent on LSL sensors. The default is
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/// that they show up as the NPC type instead, but this is currently
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/// an OpenSim-only extension.
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/// </param>
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/// <param name="scene"></param>
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/// <param name="appearance">The avatar appearance to use for the new NPC.</param>
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/// <returns>The UUID of the ScenePresence created. UUID.Zero if there was a failure.</returns>
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UUID CreateNPC(
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string firstname,
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string lastname,
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Vector3 position,
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UUID owner,
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bool senseAsAgent,
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Scene scene,
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AvatarAppearance appearance);
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/// <param name="appearance">
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/// The avatar appearance to use for the new NPC.
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/// </param>
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/// <returns>
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/// The UUID of the ScenePresence created. UUID.Zero if there was a
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/// failure.
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/// </returns>
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UUID CreateNPC(string firstname, string lastname, Vector3 position,
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UUID owner, bool senseAsAgent, Scene scene,
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AvatarAppearance appearance);
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/// <summary>
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/// Check if the agent is an NPC.
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/// </summary>
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/// <param name="agentID"></param>
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/// <param name="scene"></param>
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/// <returns>True if the agent is an NPC in the given scene. False otherwise.</returns>
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/// <returns>
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/// True if the agent is an NPC in the given scene. False otherwise.
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/// </returns>
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bool IsNPC(UUID agentID, Scene scene);
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/// <summary>
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/// Get the NPC. This is not currently complete - manipulation of NPCs still occurs through the region interface
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/// Get the NPC.
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/// </summary>
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/// <remarks>
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/// This is not currently complete - manipulation of NPCs still occurs
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/// through the region interface.
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/// </remarks>
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/// <param name="agentID"></param>
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/// <param name="scene"></param>
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/// <returns>The NPC. null if it does not exist.</returns>
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/// <returns>The NPC. null if it does not exist.</returns>
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INPC GetNPC(UUID agentID, Scene scene);
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/// <summary>
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@@ -89,7 +98,10 @@ namespace OpenSim.Region.Framework.Interfaces
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/// </summary>
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/// <param name="npcID"></param>
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/// <param name="callerID"></param>
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/// <returns>true if they do, false if they don't or if there's no NPC with the given ID.</returns>
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/// <returns>
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/// true if they do, false if they don't or if there's no NPC with the
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/// given ID.
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/// </returns>
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bool CheckPermissions(UUID npcID, UUID callerID);
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/// <summary>
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@@ -98,8 +110,12 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="agentID"></param>
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/// <param name="appearance"></param>
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/// <param name="scene"></param>
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/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
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bool SetNPCAppearance(UUID agentID, AvatarAppearance appearance, Scene scene);
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/// <returns>
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/// True if the operation succeeded, false if there was no such agent
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/// or the agent was not an NPC.
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/// </returns>
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bool SetNPCAppearance(UUID agentID, AvatarAppearance appearance,
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Scene scene);
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/// <summary>
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/// Move an NPC to a target over time.
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@@ -108,23 +124,29 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="scene"></param>
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/// <param name="pos"></param>
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/// <param name="noFly">
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/// If true, then the avatar will attempt to walk to the location even if it's up in the air.
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/// This is to allow walking on prims.
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/// If true, then the avatar will attempt to walk to the location even
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/// if it's up in the air. This is to allow walking on prims.
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/// </param>
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/// <param name="landAtTarget">
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/// If true and the avatar is flying when it reaches the target, land.
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/// </param> name="running">
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/// If true, NPC moves with running speed.
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/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
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///
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bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget, bool running);
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/// <returns>
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/// True if the operation succeeded, false if there was no such agent
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/// or the agent was not an NPC.
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/// </returns>
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bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly,
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bool landAtTarget, bool running);
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/// <summary>
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/// Stop the NPC's current movement.
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/// </summary>
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/// <param name="agentID">The UUID of the NPC</param>
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/// <param name="scene"></param>
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/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
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/// <returns>
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/// True if the operation succeeded, false if there was no such agent
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/// or the agent was not an NPC.
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/// </returns>
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bool StopMoveToTarget(UUID agentID, Scene scene);
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/// <summary>
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@@ -133,7 +155,10 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="agentID">The UUID of the NPC</param>
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/// <param name="scene"></param>
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/// <param name="text"></param>
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/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
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/// <returns>
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/// True if the operation succeeded, false if there was no such agent
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/// or the agent was not an NPC.
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/// </returns>
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bool Say(UUID agentID, Scene scene, string text);
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/// <summary>
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@@ -143,7 +168,10 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="scene"></param>
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/// <param name="text"></param>
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/// <param name="channel"></param>
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/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
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/// <returns>
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/// True if the operation succeeded, false if there was no such agent
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/// or the agent was not an NPC.
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/// </returns>
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bool Say(UUID agentID, Scene scene, string text, int channel);
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/// <summary>
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@@ -153,7 +181,10 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="scene"></param>
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/// <param name="text"></param>
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/// <param name="channel"></param>
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/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
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/// <returns>
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/// True if the operation succeeded, false if there was no such agent
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/// or the agent was not an NPC.
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/// </returns>
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bool Shout(UUID agentID, Scene scene, string text, int channel);
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/// <summary>
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@@ -163,7 +194,10 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="scene"></param>
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/// <param name="text"></param>
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/// <param name="channel"></param>
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/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
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/// <returns>
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/// True if the operation succeeded, false if there was no such agent
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/// or the agent was not an NPC.
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/// </returns>
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bool Whisper(UUID agentID, Scene scene, string text, int channel);
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/// <summary>
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@@ -188,7 +222,9 @@ namespace OpenSim.Region.Framework.Interfaces
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/// </summary>
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/// <param name="agentID"></param>
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/// <param name="partID"></param>
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/// <returns>true if the touch is actually attempted, false if not</returns>
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/// <returns>
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/// true if the touch is actually attempted, false if not.
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/// </returns>
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bool Touch(UUID agentID, UUID partID);
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/// <summary>
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@@ -196,14 +232,20 @@ namespace OpenSim.Region.Framework.Interfaces
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/// </summary>
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/// <param name="agentID">The UUID of the NPC</param>
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/// <param name="scene"></param>
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/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
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/// <returns>
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/// True if the operation succeeded, false if there was no such agent
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/// or the agent was not an NPC.
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/// </returns>
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bool DeleteNPC(UUID agentID, Scene scene);
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/// <summary>
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/// Get the owner of a NPC
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/// </summary>
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/// <param name="agentID">The UUID of the NPC</param>
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/// <returns>UUID of owner if the NPC exists, UUID.Zero if there was no such agent, the agent is unowned or the agent was not an NPC</returns>
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/// <returns>
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/// UUID of owner if the NPC exists, UUID.Zero if there was no such
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/// agent, the agent is unowned or the agent was not an NPC.
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/// </returns>
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UUID GetOwner(UUID agentID);
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}
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}
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}
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