minor: On "login disable/enable" always tell the user the final login status, rather than remaining silent if it was already on/off

bulletsim
Justin Clark-Casey (justincc) 2011-08-12 22:46:42 +01:00
parent 76e0afe83f
commit 4b88f04c0a
2 changed files with 5 additions and 7 deletions

View File

@ -129,13 +129,11 @@ namespace OpenSim.Region.CoreModules.World
switch (cmd[1])
{
case "enable":
if (scene.LoginsDisabled)
MainConsole.Instance.Output(String.Format("Enabling logins for region {0}", scene.RegionInfo.RegionName));
MainConsole.Instance.Output(String.Format("Logins are enabled for region {0}", scene.RegionInfo.RegionName));
scene.LoginsDisabled = false;
break;
case "disable":
if (!scene.LoginsDisabled)
MainConsole.Instance.Output(String.Format("Disabling logins for region {0}", scene.RegionInfo.RegionName));
MainConsole.Instance.Output(String.Format("Logins are disabled for region {0}", scene.RegionInfo.RegionName));
scene.LoginsDisabled = true;
break;
case "status":

View File

@ -105,9 +105,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC
}
else
{
m_log.DebugFormat(
"[NPC MODULE]: Updating npc {0} at {1} for next movement to {2}",
presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
// m_log.DebugFormat(
// "[NPC MODULE]: Updating npc {0} at {1} for next movement to {2}",
// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
Vector3 agent_control_v3 = new Vector3();
presence.HandleMoveToTargetUpdate(ref agent_control_v3);