Add a TeleportFlags member to SP so we can tell how we got there.
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adb341e32f
commit
17801bd78b
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@ -3279,6 +3279,10 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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// Let the SP know how we got here. This has a lot of interesting
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// uses down the line.
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sp.TeleportFlags = (TeleportFlags)teleportFlags;
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// In all cases, add or update the circuit data with the new agent circuit data and teleport flags
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// In all cases, add or update the circuit data with the new agent circuit data and teleport flags
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agent.teleportFlags = teleportFlags;
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agent.teleportFlags = teleportFlags;
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m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
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m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
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@ -130,6 +130,13 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_updateflag;
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private bool m_updateflag;
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private byte m_movementflag;
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private byte m_movementflag;
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private Vector3? m_forceToApply;
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private Vector3? m_forceToApply;
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private TeleportFlags m_teleportFlags;
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public TeleportFlags TeleportFlags
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{
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get { return m_teleportFlags; }
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set { m_teleportFlags = value; }
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}
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private uint m_requestedSitTargetID;
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private uint m_requestedSitTargetID;
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private UUID m_requestedSitTargetUUID;
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private UUID m_requestedSitTargetUUID;
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public bool SitGround = false;
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public bool SitGround = false;
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@ -949,6 +956,10 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// </summary>
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public void MakeChildAgent()
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public void MakeChildAgent()
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{
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{
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// Reset these so that teleporting in and walking out isn't seen
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// as teleporting back
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m_teleportFlags = TeleportFlags.Default;
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// It looks like m_animator is set to null somewhere, and MakeChild
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// It looks like m_animator is set to null somewhere, and MakeChild
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// is called after that. Probably in aborted teleports.
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// is called after that. Probably in aborted teleports.
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if (m_animator == null)
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if (m_animator == null)
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