Implement region crossing of sitting avatars. Edit mode and llSetPos work
but unscripted default sit anim is lost. Still some Gfx glitching. Physical crossing doesn't work yet.avinationmerge
parent
e321306517
commit
2d3381b795
|
@ -308,6 +308,8 @@ namespace OpenSim.Framework
|
|||
public Animation[] Anims;
|
||||
|
||||
public UUID GranterID;
|
||||
public UUID ParentPart;
|
||||
public Vector3 SitOffset;
|
||||
|
||||
// Appearance
|
||||
public AvatarAppearance Appearance;
|
||||
|
@ -468,6 +470,10 @@ namespace OpenSim.Framework
|
|||
}
|
||||
args["attach_objects"] = attObjs;
|
||||
}
|
||||
|
||||
args["parent_part"] = OSD.FromUUID(ParentPart);
|
||||
args["sit_offset"] = OSD.FromString(SitOffset.ToString());
|
||||
|
||||
return args;
|
||||
}
|
||||
|
||||
|
@ -675,6 +681,11 @@ namespace OpenSim.Framework
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (args["parent_part"] != null)
|
||||
ParentPart = args["parent_part"].AsUUID();
|
||||
if (args["sit_offset"] != null)
|
||||
Vector3.TryParse(args["sit_offset"].AsString(), out SitOffset);
|
||||
}
|
||||
|
||||
public AgentData()
|
||||
|
|
|
@ -1549,7 +1549,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
|
||||
public void SendKillObject(ulong regionHandle, List<uint> localIDs)
|
||||
{
|
||||
// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle);
|
||||
// foreach (uint id in localIDs)
|
||||
// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, id, regionHandle);
|
||||
|
||||
KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject);
|
||||
// TODO: don't create new blocks if recycling an old packet
|
||||
|
|
|
@ -681,11 +681,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
|
||||
#region Agent Crossings
|
||||
|
||||
public bool Cross(ScenePresence agent, bool isFlying)
|
||||
public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos)
|
||||
{
|
||||
Scene scene = agent.Scene;
|
||||
Vector3 pos = agent.AbsolutePosition;
|
||||
Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
|
||||
version = String.Empty;
|
||||
newpos = new Vector3(pos.X, pos.Y, pos.Z);
|
||||
uint neighbourx = scene.RegionInfo.RegionLocX;
|
||||
uint neighboury = scene.RegionInfo.RegionLocY;
|
||||
const float boundaryDistance = 1.7f;
|
||||
|
@ -705,54 +704,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
|
||||
}
|
||||
else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
|
||||
{
|
||||
Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
|
||||
if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0)
|
||||
{
|
||||
neighboury--;
|
||||
newpos.Y = Constants.RegionSize - enterDistance;
|
||||
}
|
||||
else
|
||||
{
|
||||
agent.IsInTransit = true;
|
||||
|
||||
neighboury = b.TriggerRegionY;
|
||||
neighbourx = b.TriggerRegionX;
|
||||
|
||||
Vector3 newposition = pos;
|
||||
newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
|
||||
newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
|
||||
agent.ControllingClient.SendAgentAlertMessage(
|
||||
String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
|
||||
InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W);
|
||||
if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
|
||||
{
|
||||
neighbourx--;
|
||||
newpos.X = Constants.RegionSize - enterDistance;
|
||||
}
|
||||
else
|
||||
{
|
||||
agent.IsInTransit = true;
|
||||
|
||||
neighboury = ba.TriggerRegionY;
|
||||
neighbourx = ba.TriggerRegionX;
|
||||
|
||||
|
||||
Vector3 newposition = pos;
|
||||
newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
|
||||
newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
|
||||
agent.ControllingClient.SendAgentAlertMessage(
|
||||
String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
|
||||
InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
else if (scene.TestBorderCross(pos + eastCross, Cardinals.E))
|
||||
|
@ -762,63 +720,25 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
newpos.X = enterDistance;
|
||||
|
||||
if (scene.TestBorderCross(pos + southCross, Cardinals.S))
|
||||
{
|
||||
Border ba = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
|
||||
if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
|
||||
{
|
||||
neighboury--;
|
||||
newpos.Y = Constants.RegionSize - enterDistance;
|
||||
}
|
||||
else
|
||||
{
|
||||
agent.IsInTransit = true;
|
||||
|
||||
neighboury = ba.TriggerRegionY;
|
||||
neighbourx = ba.TriggerRegionX;
|
||||
Vector3 newposition = pos;
|
||||
newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
|
||||
newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
|
||||
agent.ControllingClient.SendAgentAlertMessage(
|
||||
String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
|
||||
InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
|
||||
{
|
||||
Border c = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
|
||||
neighboury += (uint)(int)(c.BorderLine.Z / (int)Constants.RegionSize);
|
||||
newpos.Y = enterDistance;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
|
||||
{
|
||||
Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
|
||||
if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0)
|
||||
{
|
||||
neighboury--;
|
||||
newpos.Y = Constants.RegionSize - enterDistance;
|
||||
}
|
||||
else
|
||||
{
|
||||
agent.IsInTransit = true;
|
||||
|
||||
neighboury = b.TriggerRegionY;
|
||||
neighbourx = b.TriggerRegionX;
|
||||
Vector3 newposition = pos;
|
||||
newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
|
||||
newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
|
||||
agent.ControllingClient.SendAgentAlertMessage(
|
||||
String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
|
||||
InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
|
||||
{
|
||||
|
||||
Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
|
||||
neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
|
||||
newpos.Y = enterDistance;
|
||||
|
@ -849,19 +769,22 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
}
|
||||
*/
|
||||
|
||||
ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
|
||||
xDest = neighbourx;
|
||||
yDest = neighboury;
|
||||
|
||||
int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);
|
||||
|
||||
ulong neighbourHandle = Utils.UIntsToLong((uint)x, (uint)y);
|
||||
|
||||
ExpiringCache<ulong, DateTime> r;
|
||||
DateTime banUntil;
|
||||
|
||||
if (m_bannedRegions.TryGetValue(agent.ControllingClient.AgentId, out r))
|
||||
if (m_bannedRegions.TryGetValue(agentID, out r))
|
||||
{
|
||||
if (r.TryGetValue(neighbourHandle, out banUntil))
|
||||
{
|
||||
if (DateTime.Now < banUntil)
|
||||
return false;
|
||||
return null;
|
||||
r.Remove(neighbourHandle);
|
||||
}
|
||||
}
|
||||
|
@ -873,28 +796,43 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
|
||||
|
||||
string reason;
|
||||
string version;
|
||||
if (!scene.SimulationService.QueryAccess(neighbourRegion, agent.ControllingClient.AgentId, newpos, out version, out reason))
|
||||
if (!scene.SimulationService.QueryAccess(neighbourRegion, agentID, newpos, out version, out reason))
|
||||
{
|
||||
agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
|
||||
if (r == null)
|
||||
{
|
||||
r = new ExpiringCache<ulong, DateTime>();
|
||||
r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
|
||||
|
||||
m_bannedRegions.Add(agent.ControllingClient.AgentId, r, TimeSpan.FromSeconds(45));
|
||||
m_bannedRegions.Add(agentID, r, TimeSpan.FromSeconds(45));
|
||||
}
|
||||
else
|
||||
{
|
||||
r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
return neighbourRegion;
|
||||
}
|
||||
|
||||
public bool Cross(ScenePresence agent, bool isFlying)
|
||||
{
|
||||
uint x;
|
||||
uint y;
|
||||
Vector3 newpos;
|
||||
string version;
|
||||
|
||||
GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out x, out y, out version, out newpos);
|
||||
if (neighbourRegion == null)
|
||||
{
|
||||
agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
|
||||
return false;
|
||||
}
|
||||
|
||||
agent.IsInTransit = true;
|
||||
|
||||
CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
|
||||
d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
|
||||
d.BeginInvoke(agent, newpos, x, y, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -951,13 +889,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
icon.EndInvoke(iar);
|
||||
}
|
||||
|
||||
public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
|
||||
|
||||
/// <summary>
|
||||
/// This Closes child agents on neighbouring regions
|
||||
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
|
||||
/// </summary>
|
||||
protected ScenePresence CrossAgentToNewRegionAsync(
|
||||
public ScenePresence CrossAgentToNewRegionAsync(
|
||||
ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
|
||||
bool isFlying, string version)
|
||||
{
|
||||
|
|
|
@ -35,6 +35,8 @@ using OpenSim.Region.Framework.Scenes;
|
|||
|
||||
namespace OpenSim.Region.Framework.Interfaces
|
||||
{
|
||||
public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
|
||||
|
||||
public interface IEntityTransferModule
|
||||
{
|
||||
void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position,
|
||||
|
@ -53,7 +55,12 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
|
||||
void EnableChildAgent(ScenePresence agent, GridRegion region);
|
||||
|
||||
GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos);
|
||||
|
||||
void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
|
||||
|
||||
ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
|
||||
|
||||
}
|
||||
|
||||
public interface IUserAgentVerificationModule
|
||||
|
|
|
@ -465,10 +465,76 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|| Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
|
||||
&& !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
|
||||
{
|
||||
IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
|
||||
uint x = 0;
|
||||
uint y = 0;
|
||||
string version = String.Empty;
|
||||
Vector3 newpos = Vector3.Zero;
|
||||
OpenSim.Services.Interfaces.GridRegion destination = null;
|
||||
|
||||
bool canCross = true;
|
||||
foreach (ScenePresence av in m_linkedAvatars)
|
||||
{
|
||||
// We need to cross these agents. First, let's find
|
||||
// out if any of them can't cross for some reason.
|
||||
// We have to deny the crossing entirely if any
|
||||
// of them are banned. Alternatively, we could
|
||||
// unsit banned agents....
|
||||
|
||||
|
||||
// We set the avatar position as being the object
|
||||
// position to get the region to send to
|
||||
if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
|
||||
{
|
||||
canCross = false;
|
||||
break;
|
||||
}
|
||||
|
||||
m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
|
||||
}
|
||||
|
||||
if (canCross)
|
||||
{
|
||||
// We unparent the SP quietly so that it won't
|
||||
// be made to stand up
|
||||
foreach (ScenePresence av in m_linkedAvatars)
|
||||
{
|
||||
SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
|
||||
if (parentPart != null)
|
||||
av.ParentUUID = parentPart.UUID;
|
||||
|
||||
av.ParentID = 0;
|
||||
}
|
||||
|
||||
m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
|
||||
|
||||
// Normalize
|
||||
if (val.X >= Constants.RegionSize)
|
||||
val.X -= Constants.RegionSize;
|
||||
if (val.Y >= Constants.RegionSize)
|
||||
val.Y -= Constants.RegionSize;
|
||||
if (val.X < 0)
|
||||
val.X += Constants.RegionSize;
|
||||
if (val.Y < 0)
|
||||
val.Y += Constants.RegionSize;
|
||||
|
||||
// If it's deleted, crossing was successful
|
||||
if (IsDeleted)
|
||||
{
|
||||
foreach (ScenePresence av in m_linkedAvatars)
|
||||
{
|
||||
m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
|
||||
|
||||
av.IsInTransit = true;
|
||||
|
||||
CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
|
||||
d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
val = AbsolutePosition;
|
||||
}
|
||||
}
|
||||
|
@ -528,6 +594,23 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
|
||||
{
|
||||
CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
|
||||
ScenePresence agent = icon.EndInvoke(iar);
|
||||
|
||||
//// If the cross was successful, this agent is a child agent
|
||||
//if (agent.IsChildAgent)
|
||||
// agent.Reset();
|
||||
//else // Not successful
|
||||
// agent.RestoreInCurrentScene();
|
||||
|
||||
// In any case
|
||||
agent.IsInTransit = false;
|
||||
|
||||
m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
|
||||
}
|
||||
|
||||
public override uint LocalId
|
||||
{
|
||||
get { return m_rootPart.LocalId; }
|
||||
|
|
|
@ -233,6 +233,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
private bool m_collisionEventFlag = false;
|
||||
private object m_collisionEventLock = new Object();
|
||||
|
||||
private Vector3 m_prevSitOffset;
|
||||
|
||||
protected AvatarAppearance m_appearance;
|
||||
|
||||
public AvatarAppearance Appearance
|
||||
|
@ -647,6 +649,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
private uint m_parentID;
|
||||
|
||||
public UUID ParentUUID
|
||||
{
|
||||
get { return m_parentUUID; }
|
||||
set { m_parentUUID = value; }
|
||||
}
|
||||
private UUID m_parentUUID = UUID.Zero;
|
||||
|
||||
public float Health
|
||||
{
|
||||
get { return m_health; }
|
||||
|
@ -868,7 +877,26 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
"[SCENE]: Upgrading child to root agent for {0} in {1}",
|
||||
Name, m_scene.RegionInfo.RegionName);
|
||||
|
||||
//m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
|
||||
if (ParentUUID != UUID.Zero)
|
||||
{
|
||||
m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
|
||||
SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
|
||||
if (part == null)
|
||||
{
|
||||
m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
|
||||
}
|
||||
else
|
||||
{
|
||||
part.ParentGroup.AddAvatar(UUID);
|
||||
if (part.SitTargetPosition != Vector3.Zero)
|
||||
part.SitTargetAvatar = UUID;
|
||||
ParentPosition = part.GetWorldPosition();
|
||||
ParentID = part.LocalId;
|
||||
m_pos = m_prevSitOffset;
|
||||
pos = ParentPosition;
|
||||
}
|
||||
ParentUUID = UUID.Zero;
|
||||
}
|
||||
|
||||
bool wasChild = IsChildAgent;
|
||||
IsChildAgent = false;
|
||||
|
@ -881,6 +909,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
|
||||
|
||||
if (ParentID == 0)
|
||||
{
|
||||
// Moved this from SendInitialData to ensure that Appearance is initialized
|
||||
// before the inventory is processed in MakeRootAgent. This fixes a race condition
|
||||
// related to the handling of attachments
|
||||
|
@ -936,7 +966,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
Flying = false;
|
||||
}
|
||||
|
||||
}
|
||||
// Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
|
||||
// avatar to return to the standing position in mid-air. On login it looks like this is being sent
|
||||
// elsewhere anyway
|
||||
|
@ -954,11 +984,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments...");
|
||||
// Resume scripts
|
||||
Util.FireAndForget(delegate(object x) {
|
||||
foreach (SceneObjectGroup sog in m_attachments)
|
||||
{
|
||||
sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
|
||||
sog.ResumeScripts();
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3113,6 +3145,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
cAgent.Appearance = new AvatarAppearance(Appearance);
|
||||
|
||||
cAgent.ParentPart = ParentUUID;
|
||||
cAgent.SitOffset = m_pos;
|
||||
|
||||
lock (scriptedcontrols)
|
||||
{
|
||||
ControllerData[] controls = new ControllerData[scriptedcontrols.Count];
|
||||
|
@ -3171,6 +3206,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
CameraAtAxis = cAgent.AtAxis;
|
||||
CameraLeftAxis = cAgent.LeftAxis;
|
||||
m_CameraUpAxis = cAgent.UpAxis;
|
||||
ParentUUID = cAgent.ParentPart;
|
||||
m_prevSitOffset = cAgent.SitOffset;
|
||||
|
||||
// When we get to the point of re-computing neighbors everytime this
|
||||
// changes, then start using the agent's drawdistance rather than the
|
||||
|
|
Loading…
Reference in New Issue