remove the groups restrictions for npcs since they do nothing usefull
parent
46da95d1b7
commit
35616339f3
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@ -1149,14 +1149,10 @@ namespace OpenSim.Region.Framework.Scenes
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// Should not be needed if we are not trying to tell this region to close
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// Should not be needed if we are not trying to tell this region to close
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// DoNotCloseAfterTeleport = false;
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// DoNotCloseAfterTeleport = false;
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IGroupsModule gm = null;
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IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
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if (!isNPC) // disable groups ofr NPCs BUG HUNT
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{
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gm = m_scene.RequestModuleInterface<IGroupsModule>();
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if (gm != null)
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if (gm != null)
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Grouptitle = gm.GetGroupTitle(m_uuid);
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Grouptitle = gm.GetGroupTitle(m_uuid);
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}
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RegionHandle = m_scene.RegionInfo.RegionHandle;
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RegionHandle = m_scene.RegionInfo.RegionHandle;
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m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
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m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
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@ -1858,7 +1854,7 @@ namespace OpenSim.Region.Framework.Scenes
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ValidateAndSendAppearanceAndAgentData();
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ValidateAndSendAppearanceAndAgentData();
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// Create child agents in neighbouring regions
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// Create child agents in neighbouring regions
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if (openChildAgents && !IsChildAgent && !isNPC)
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if (openChildAgents && !IsChildAgent)
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{
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{
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IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
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IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
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if (m_agentTransfer != null)
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if (m_agentTransfer != null)
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