Add copyright header. Formatting cleanup.
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@ -1,4 +1,31 @@
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using OpenMetaverse;
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using OpenMetaverse;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.CoreModules.Avatar.NPC
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namespace OpenSim.Region.CoreModules.Avatar.NPC
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@ -213,7 +213,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
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m_log.DebugFormat("[IRC-Channel-{0}] AccessPassword : <{1}>", cs.idn, cs.AccessPassword);
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m_log.DebugFormat("[IRC-Channel-{0}] AccessPassword : <{1}>", cs.idn, cs.AccessPassword);
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string[] excludes = config.GetString("exclude_list", "").Trim().Split(new Char[] { ',' });
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string[] excludes = config.GetString("exclude_list", "").Trim().Split(new Char[] { ',' });
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cs.ExcludeList = new List<string>(excludes.Length);
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cs.ExcludeList = new List<string>(excludes.Length);
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foreach(string name in excludes)
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foreach (string name in excludes)
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{
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{
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cs.ExcludeList.Add(name.Trim().ToLower());
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cs.ExcludeList.Add(name.Trim().ToLower());
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}
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}
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@ -89,7 +89,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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p_returnUuid = UUID.Zero;
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p_returnUuid = UUID.Zero;
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}
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}
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while(p_returnUuid == UUID.Zero)
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while (p_returnUuid == UUID.Zero)
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{
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{
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Thread.Sleep(250);
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Thread.Sleep(250);
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}
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}
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@ -102,6 +102,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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public void Autopilot(UUID agentID, Scene scene, Vector3 pos)
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public void Autopilot(UUID agentID, Scene scene, Vector3 pos)
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{
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{
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lock (m_avatars)
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lock (m_avatars)
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{
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if (m_avatars.ContainsKey(agentID))
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if (m_avatars.ContainsKey(agentID))
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{
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{
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ScenePresence sp;
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ScenePresence sp;
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@ -109,25 +110,30 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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sp.DoAutoPilot(0, pos, m_avatars[agentID]);
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sp.DoAutoPilot(0, pos, m_avatars[agentID]);
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}
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}
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}
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}
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}
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public void Say(UUID agentID, Scene scene, string text)
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public void Say(UUID agentID, Scene scene, string text)
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{
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{
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lock (m_avatars)
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lock (m_avatars)
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{
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if (m_avatars.ContainsKey(agentID))
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if (m_avatars.ContainsKey(agentID))
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{
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{
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m_avatars[agentID].Say(text);
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m_avatars[agentID].Say(text);
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}
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}
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}
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}
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}
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public void DeleteNPC(UUID agentID, Scene scene)
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public void DeleteNPC(UUID agentID, Scene scene)
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{
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{
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lock(m_avatars)
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lock (m_avatars)
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{
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if (m_avatars.ContainsKey(agentID))
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if (m_avatars.ContainsKey(agentID))
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{
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{
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scene.RemoveClient(agentID);
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scene.RemoveClient(agentID);
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m_avatars.Remove(agentID);
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m_avatars.Remove(agentID);
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}
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}
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}
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}
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}
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public void Initialise(Scene scene, IConfigSource source)
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public void Initialise(Scene scene, IConfigSource source)
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@ -146,7 +152,6 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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{
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{
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p_inUse = false;
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p_inUse = false;
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NPCAvatar npcAvatar = new NPCAvatar(p_firstname, p_lastname, p_position, p_scene);
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NPCAvatar npcAvatar = new NPCAvatar(p_firstname, p_lastname, p_position, p_scene);
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npcAvatar.CircuitCode = (uint) Util.RandomClass.Next(0, int.MaxValue);
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npcAvatar.CircuitCode = (uint) Util.RandomClass.Next(0, int.MaxValue);
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@ -1978,7 +1978,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return new LSL_Rotation(q.X, q.Y, q.Z, q.W);
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return new LSL_Rotation(q.X, q.Y, q.Z, q.W);
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}
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}
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private LSL_Rotation GetPartRot( SceneObjectPart part )
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private LSL_Rotation GetPartRot(SceneObjectPart part)
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{
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{
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Quaternion q;
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Quaternion q;
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if (part.LinkNum == 0 || part.LinkNum == 1) // unlinked or root prim
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if (part.LinkNum == 0 || part.LinkNum == 1) // unlinked or root prim
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@ -1987,10 +1987,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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{
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{
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ScenePresence avatar = World.GetScenePresence(part.AttachedAvatar);
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ScenePresence avatar = World.GetScenePresence(part.AttachedAvatar);
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if (avatar != null)
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if (avatar != null)
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{
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if ((avatar.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0)
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if ((avatar.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0)
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q = avatar.CameraRotation; // Mouselook
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q = avatar.CameraRotation; // Mouselook
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else
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else
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q = avatar.Rotation; // Currently infrequently updated so may be inaccurate
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q = avatar.Rotation; // Currently infrequently updated so may be inaccurate
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}
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else
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else
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q = part.ParentGroup.GroupRotation; // Likely never get here but just in case
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q = part.ParentGroup.GroupRotation; // Likely never get here but just in case
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}
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}
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