If a part has a sit target and an avatar is already sitting, allow another avatar to sit in the position given if no sit target was set.
Previous behave was that the second avatar could not sit. This matches behaviour observed on the LL grid.0.7.4.1
parent
cdea572d2e
commit
337ea019bd
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@ -1872,9 +1872,7 @@ namespace OpenSim.Region.Framework.Scenes
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bool canSit = false;
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bool canSit = false;
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Vector3 pos = part.AbsolutePosition + offset;
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Vector3 pos = part.AbsolutePosition + offset;
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if (part.IsSitTargetSet)
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if (part.IsSitTargetSet && part.SitTargetAvatar == UUID.Zero)
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{
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if (part.SitTargetAvatar == UUID.Zero)
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{
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{
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is set and unoccupied",
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// "[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is set and unoccupied",
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@ -1884,7 +1882,6 @@ namespace OpenSim.Region.Framework.Scenes
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sitOrientation = part.SitTargetOrientation;
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sitOrientation = part.SitTargetOrientation;
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canSit = true;
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canSit = true;
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}
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}
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}
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else
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else
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{
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{
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if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10)
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if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10)
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