Simplify minimap coarse location code by just reference SP.AbsolutePosition
This is rather than checking whether the avatar is sitting and doing its own calculation.0.7.4.1
parent
205c36d3a4
commit
06dda14505
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@ -215,11 +215,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (sp.IsChildAgent)
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if (sp.IsChildAgent)
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continue;
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continue;
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SceneObjectPart sitPart = sp.ParentPart;
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coarseLocations.Add(sp.AbsolutePosition);
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if (sitPart != null)
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coarseLocations.Add(sitPart.AbsolutePosition + sp.OffsetPosition);
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else
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coarseLocations.Add(sp.AbsolutePosition);
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avatarUUIDs.Add(sp.UUID);
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avatarUUIDs.Add(sp.UUID);
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}
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}
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@ -712,17 +712,12 @@ namespace OpenSim.Region.RegionCombinerModule
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List<Vector3> CoarseLocations = new List<Vector3>();
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List<Vector3> CoarseLocations = new List<Vector3>();
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List<UUID> AvatarUUIDs = new List<UUID>();
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List<UUID> AvatarUUIDs = new List<UUID>();
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connectiondata.RegionScene.ForEachRootScenePresence(delegate(ScenePresence sp)
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connectiondata.RegionScene.ForEachRootScenePresence(delegate(ScenePresence sp)
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{
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{
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if (sp.UUID != presence.UUID)
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if (sp.UUID != presence.UUID)
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{
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{
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SceneObjectPart sitPart = sp.ParentPart;
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CoarseLocations.Add(sp.AbsolutePosition);
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if (sitPart != null)
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CoarseLocations.Add(sitPart.AbsolutePosition + sp.AbsolutePosition);
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else
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CoarseLocations.Add(sp.AbsolutePosition);
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AvatarUUIDs.Add(sp.UUID);
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AvatarUUIDs.Add(sp.UUID);
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}
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}
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});
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});
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