put back the kills on tp where they belong
parent
d5814ccf65
commit
094d8686e5
|
@ -1115,8 +1115,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
// in no close.
|
||||
sp.DoNotCloseAfterTeleport = false;
|
||||
|
||||
sp.HasMovedAway();
|
||||
|
||||
// Send the Update. If this returns true, we know the client has contacted the destination
|
||||
// via CompleteMovementIntoRegion, so we can let go.
|
||||
// If it returns false, something went wrong, and we need to abort.
|
||||
|
@ -1143,7 +1141,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
|
||||
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
|
||||
|
||||
// sp.HasMovedAway();
|
||||
sp.HasMovedAway();
|
||||
|
||||
// Need to signal neighbours whether child agents may need closing irrespective of whether this
|
||||
// one needed closing. We also need to close child agents as quickly as possible to avoid complicated
|
||||
|
@ -1153,10 +1151,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
// abandoned without proper close by viewer but then re-used by an incoming connection.
|
||||
sp.CloseChildAgents(newRegionX, newRegionY);
|
||||
|
||||
// May need to logout or other cleanup
|
||||
// AgentHasMovedAway(sp, logout);
|
||||
// AgentHasMovedAway(sp, true);
|
||||
|
||||
// Well, this is it. The agent is over there.
|
||||
// KillEntity(sp.Scene, sp.LocalId);
|
||||
|
||||
|
|
Loading…
Reference in New Issue