diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index d2c6a29b25..c35df089e4 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -915,10 +915,10 @@ namespace OpenSim.Region.Framework.Scenes //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet. //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent, //they'll bypass the landing point. But I can't think of any decent way of fixing this. - if (KnownChildRegionHandles.Count == 0) + ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); + if (land != null) { - ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); - if (land != null) + if (KnownChildRegionHandles.Count == 0) { //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni. if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid) @@ -926,6 +926,8 @@ namespace OpenSim.Region.Framework.Scenes pos = land.LandData.UserLocation; } } + + land.SendLandUpdateToClient(ControllingClient); } if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)