minor: On "login disable/enable" always tell the user the final login status, rather than remaining silent if it was already on/off
parent
76e0afe83f
commit
4b88f04c0a
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@ -129,13 +129,11 @@ namespace OpenSim.Region.CoreModules.World
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switch (cmd[1])
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{
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case "enable":
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if (scene.LoginsDisabled)
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MainConsole.Instance.Output(String.Format("Enabling logins for region {0}", scene.RegionInfo.RegionName));
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MainConsole.Instance.Output(String.Format("Logins are enabled for region {0}", scene.RegionInfo.RegionName));
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scene.LoginsDisabled = false;
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break;
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case "disable":
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if (!scene.LoginsDisabled)
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MainConsole.Instance.Output(String.Format("Disabling logins for region {0}", scene.RegionInfo.RegionName));
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MainConsole.Instance.Output(String.Format("Logins are disabled for region {0}", scene.RegionInfo.RegionName));
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scene.LoginsDisabled = true;
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break;
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case "status":
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@ -105,9 +105,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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}
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else
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{
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m_log.DebugFormat(
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"[NPC MODULE]: Updating npc {0} at {1} for next movement to {2}",
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presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
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// m_log.DebugFormat(
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// "[NPC MODULE]: Updating npc {0} at {1} for next movement to {2}",
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// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
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Vector3 agent_control_v3 = new Vector3();
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presence.HandleMoveToTargetUpdate(ref agent_control_v3);
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