* Many llSensor() improvements, though sensoring isn't perfect yet * thanks idb!0.6.0-stable
parent
60b86e1e62
commit
4e3bc9a63e
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@ -45,10 +45,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
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m_CmdManager = CmdManager;
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m_CmdManager = CmdManager;
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}
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}
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public Dictionary<uint, Dictionary<UUID, LSL_Types.list>> SenseEvents =
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new Dictionary<uint, Dictionary<UUID, LSL_Types.list>>();
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private Object SenseLock = new Object();
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private Object SenseLock = new Object();
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private const int AGENT = 1;
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private const int ACTIVE = 2;
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private const int PASSIVE = 4;
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private const int SCRIPTED = 8;
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private double maximumRange = 96.0;
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private int maximumToReturn = 16;
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//
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//
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// SenseRepeater and Sensors
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// SenseRepeater and Sensors
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//
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//
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@ -87,6 +93,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
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ts.name = name;
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ts.name = name;
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ts.keyID = keyID;
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ts.keyID = keyID;
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ts.type = type;
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ts.type = type;
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if (range > maximumRange)
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ts.range = maximumRange;
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else
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ts.range = range;
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ts.range = range;
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ts.arc = arc;
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ts.arc = arc;
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ts.host = host;
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ts.host = host;
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@ -150,6 +159,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
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ts.name = name;
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ts.name = name;
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ts.keyID = keyID;
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ts.keyID = keyID;
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ts.type = type;
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ts.type = type;
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if (range > maximumRange)
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ts.range = maximumRange;
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else
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ts.range = range;
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ts.range = range;
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ts.arc = arc;
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ts.arc = arc;
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ts.host = host;
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ts.host = host;
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@ -158,13 +170,101 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
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private void SensorSweep(SenseRepeatClass ts)
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private void SensorSweep(SenseRepeatClass ts)
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{
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{
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SceneObjectPart SensePoint = ts.host;
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if (ts.host == null)
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if (SensePoint == null)
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{
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{
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return;
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return;
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}
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}
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LSL_Types.list SensedObjects = new LSL_Types.list();
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// Is the sensor type is AGENT and not SCRIPTED then include agents
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if ((ts.type & AGENT) != 0 && (ts.type & SCRIPTED) == 0)
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{
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doAgentSensor(ts, SensedObjects);
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}
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// If SCRIPTED or PASSIVE or ACTIVE check objects
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if ((ts.type & SCRIPTED) != 0 || (ts.type & PASSIVE) != 0 || (ts.type & ACTIVE) != 0)
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{
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doObjectSensor(ts, SensedObjects);
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}
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lock (SenseLock)
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{
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if (SensedObjects.Length == 0)
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{
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// send a "no_sensor"
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// Add it to queue
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m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
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new EventParams("no_sensor", new Object[0],
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new DetectParams[0]));
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}
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else
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{
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// the sort is stride = 2 and ascending to get everything ordered by distance
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SensedObjects = SensedObjects.Sort(2, 1);
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int count = SensedObjects.Length;
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int idx;
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List<DetectParams> detected = new List<DetectParams>();
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for (idx = 0; idx < count; idx++)
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{
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try
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{
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DetectParams detect = new DetectParams();
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detect.Key = (UUID)(SensedObjects.Data[(idx * 2) + 1]);
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detect.Populate(m_CmdManager.m_ScriptEngine.World);
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detected.Add(detect);
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}
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catch (Exception)
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{
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// Ignore errors, the object has been deleted or the avatar has gone and
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// there was a problem in detect.Populate so nothing added to the list
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}
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if (detected.Count == maximumToReturn)
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break;
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}
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if (detected.Count == 0)
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{
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// To get here with zero in the list there must have been some sort of problem
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// like the object being deleted or the avatar leaving to have caused some
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// difficulty during the Populate above so fire a no_sensor event
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m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
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new EventParams("no_sensor", new Object[0],
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new DetectParams[0]));
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}
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else
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{
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m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
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new EventParams("sensor",
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new Object[] {new LSL_Types.LSLInteger(detected.Count) },
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detected.ToArray()));
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}
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}
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}
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}
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private void doObjectSensor(SenseRepeatClass ts, LSL_Types.list SensedObjects)
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{
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List<EntityBase> Entities;
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// If this is an object sense by key try to get it directly
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// rather than getting a list to scan through
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if (ts.keyID != UUID.Zero)
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{
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EntityBase e = null;
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m_CmdManager.m_ScriptEngine.World.Entities.TryGetValue(ts.keyID, out e);
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if (e == null)
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return;
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Entities = new List<EntityBase>();
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Entities.Add(e);
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}
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else
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{
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Entities = m_CmdManager.m_ScriptEngine.World.GetEntities();
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}
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SceneObjectPart SensePoint = ts.host;
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Vector3 sensorPos = SensePoint.AbsolutePosition;
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Vector3 sensorPos = SensePoint.AbsolutePosition;
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Vector3 regionPos = new Vector3(m_CmdManager.m_ScriptEngine.World.RegionInfo.RegionLocX * Constants.RegionSize, m_CmdManager.m_ScriptEngine.World.RegionInfo.RegionLocY * Constants.RegionSize, 0);
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Vector3 regionPos = new Vector3(m_CmdManager.m_ScriptEngine.World.RegionInfo.RegionLocX * Constants.RegionSize, m_CmdManager.m_ScriptEngine.World.RegionInfo.RegionLocY * Constants.RegionSize, 0);
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Vector3 fromRegionPos = sensorPos + regionPos;
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Vector3 fromRegionPos = sensorPos + regionPos;
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@ -174,37 +274,55 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
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LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r);
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LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r);
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double mag_fwd = LSL_Types.Vector3.Mag(forward_dir);
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double mag_fwd = LSL_Types.Vector3.Mag(forward_dir);
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// Here we should do some smart culling ...
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Vector3 ZeroVector = new Vector3(0, 0, 0);
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// math seems quicker than strings so try that first
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LSL_Types.list SensedObjects = new LSL_Types.list();
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LSL_Types.Vector3 ZeroVector = new LSL_Types.Vector3(0, 0, 0);
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foreach (EntityBase ent in m_CmdManager.m_ScriptEngine.World.Entities.Values)
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bool nameSearch = (ts.name != null && ts.name != "");
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SceneObjectGroup group;
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foreach (EntityBase ent in Entities)
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{
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{
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bool keep = true;
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if (nameSearch && ent.Name != ts.name) // Wrong name and it is a named search
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continue;
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if (ent.IsDeleted) // taken so long to do this it has gone from the scene
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continue;
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if (!(ent is SceneObjectGroup)) // dont bother if it is a pesky avatar
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continue;
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Vector3 toRegionPos = ent.AbsolutePosition + regionPos;
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Vector3 toRegionPos = ent.AbsolutePosition + regionPos;
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double dis = Math.Abs((double)Util.GetDistanceTo(toRegionPos, fromRegionPos));
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double dis = Math.Abs((double)Util.GetDistanceTo(toRegionPos, fromRegionPos));
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if (dis <= ts.range)
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if (keep && dis <= ts.range && ts.host.UUID != ent.UUID)
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{
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{
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// In Range, is it the right Type ?
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// In Range and not the object containing the script, is it the right Type ?
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int objtype = 0;
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int objtype = 0;
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if (m_CmdManager.m_ScriptEngine.World.GetScenePresence(ent.UUID) != null) objtype |= 0x01; // actor
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SceneObjectPart part = ((SceneObjectGroup)ent).RootPart;
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if (ent.Velocity.Equals(ZeroVector))
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if (part.AttachmentPoint != 0) // Attached so ignore
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objtype |= 0x04; // passive non-moving
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continue;
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else
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objtype |= 0x02; // active moving
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SceneObjectPart part = m_CmdManager.m_ScriptEngine.World.GetSceneObjectPart(ent.UUID);
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if (part.ContainsScripts())
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if (part != null && part.ContainsScripts()) objtype |= 0x08; // Scripted. It COULD have one hidden ...
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if (((ts.type & objtype) != 0) || ((ts.type & objtype) == ts.type))
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{
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{
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// docs claim AGENT|ACTIVE should find agent objects OR active objects
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objtype |= ACTIVE | SCRIPTED; // Scripted and active. It COULD have one hidden ...
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// so the bitwise AND with object type should be non-zero
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}
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else
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{
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if (ent.Velocity.Equals(ZeroVector))
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{
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objtype |= PASSIVE; // Passive non-moving
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}
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else
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{
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objtype |= ACTIVE; // moving so active
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}
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}
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// If any of the objects attributes match any in the requested scan type
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if (((ts.type & objtype) != 0))
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{
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// Right type too, what about the other params , key and name ?
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// Right type too, what about the other params , key and name ?
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bool keep = true;
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if (ts.arc < Math.PI)
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if (ts.arc < Math.PI)
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{
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{
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// not omni-directional. Can you see it ?
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// not omni-directional. Can you see it ?
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@ -230,67 +348,118 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
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if (ang_obj > ts.arc) keep = false;
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if (ang_obj > ts.arc) keep = false;
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}
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}
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if (keep && (ts.keyID != UUID.Zero) && (ts.keyID != ent.UUID))
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if (keep == true)
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{
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{
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keep = false;
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// add distance for sorting purposes later
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}
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SensedObjects.Add(new LSL_Types.LSLFloat(dis));
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SensedObjects.Add(ent.UUID);
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if (keep && (ts.name.Length > 0))
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{
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if (ts.name != ent.Name)
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{
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keep = false;
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}
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}
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}
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}
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if (keep == true) SensedObjects.Add(ent.UUID);
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}
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}
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}
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}
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}
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}
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lock (SenseLock)
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private void doAgentSensor(SenseRepeatClass ts, LSL_Types.list SensedObjects)
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{
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{
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// Create object if it doesn't exist
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List<ScenePresence> Presences;
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if (SenseEvents.ContainsKey(ts.localID) == false)
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{
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SenseEvents.Add(ts.localID, new Dictionary<UUID, LSL_Types.list>());
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}
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// clear if previous traces exist
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Dictionary<UUID, LSL_Types.list> Obj;
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SenseEvents.TryGetValue(ts.localID, out Obj);
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if (Obj.ContainsKey(ts.itemID) == true)
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Obj.Remove(ts.itemID);
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// note list may be zero length
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// If this is an avatar sense by key try to get them directly
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Obj.Add(ts.itemID, SensedObjects);
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// rather than getting a list to scan through
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if (ts.keyID != UUID.Zero)
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if (SensedObjects.Length == 0)
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{
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{
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// send a "no_sensor"
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ScenePresence p = m_CmdManager.m_ScriptEngine.World.GetScenePresence(ts.keyID);
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// Add it to queue
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if (p == null)
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m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
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return;
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new EventParams("no_sensor", new Object[0],
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Presences = new List<ScenePresence>();
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new DetectParams[0]));
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Presences.Add(p);
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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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DetectParams[] detect =
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Presences = m_CmdManager.m_ScriptEngine.World.GetScenePresences();
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new DetectParams[SensedObjects.Length];
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}
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int idx;
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// If nobody about quit fast
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for (idx = 0; idx < SensedObjects.Length; idx++)
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if (Presences.Count == 0)
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return;
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SceneObjectPart SensePoint = ts.host;
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Vector3 sensorPos = SensePoint.AbsolutePosition;
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Vector3 regionPos = new Vector3(m_CmdManager.m_ScriptEngine.World.RegionInfo.RegionLocX * Constants.RegionSize, m_CmdManager.m_ScriptEngine.World.RegionInfo.RegionLocY * Constants.RegionSize, 0);
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Vector3 fromRegionPos = sensorPos + regionPos;
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Quaternion q = SensePoint.RotationOffset;
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LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
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LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r);
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double mag_fwd = LSL_Types.Vector3.Mag(forward_dir);
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bool attached = (SensePoint.AttachmentPoint != 0);
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bool nameSearch = (ts.name != null && ts.name != "");
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foreach (ScenePresence presence in Presences)
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{
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{
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detect[idx] = new DetectParams();
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bool keep = true;
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detect[idx].Key=(UUID)(SensedObjects.Data[idx]);
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detect[idx].Populate(m_CmdManager.m_ScriptEngine.World);
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if (presence.IsDeleted)
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continue;
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if (presence.IsChildAgent)
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keep = false;
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Vector3 toRegionPos = presence.AbsolutePosition + regionPos;
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double dis = Math.Abs(Util.GetDistanceTo(toRegionPos, fromRegionPos));
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// are they in range
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if (keep && dis <= ts.range)
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{
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// if the object the script is in is attached and the avatar is the owner
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// then this one is not wanted
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if (attached && presence.UUID == SensePoint.OwnerID)
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keep = false;
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// check the name if needed
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if (keep && nameSearch && ts.name != presence.Name)
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keep = false;
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// Are they in the required angle of view
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if (keep && ts.arc < Math.PI)
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{
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// not omni-directional. Can you see it ?
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// vec forward_dir = llRot2Fwd(llGetRot())
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// vec obj_dir = toRegionPos-fromRegionPos
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// dot=dot(forward_dir,obj_dir)
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// mag_fwd = mag(forward_dir)
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// mag_obj = mag(obj_dir)
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// ang = acos(dot /(mag_fwd*mag_obj))
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double ang_obj = 0;
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try
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{
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Vector3 diff = toRegionPos - fromRegionPos;
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LSL_Types.Vector3 obj_dir = new LSL_Types.Vector3(diff.X, diff.Y, diff.Z);
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double dot = LSL_Types.Vector3.Dot(forward_dir, obj_dir);
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double mag_obj = LSL_Types.Vector3.Mag(obj_dir);
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ang_obj = Math.Acos(dot / (mag_fwd * mag_obj));
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}
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catch
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{
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}
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if (ang_obj > ts.arc) keep = false;
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}
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}
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}
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m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
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// Do not report gods, not even minor ones
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new EventParams("sensor",
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if (keep && presence.GodLevel > 0.0)
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new Object[] {
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keep = false;
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new LSL_Types.LSLInteger(SensedObjects.Length) },
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detect));
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if (keep) // add to list with distance
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{
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SensedObjects.Add(new LSL_Types.LSLFloat(dis));
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SensedObjects.Add(presence.UUID);
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}
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}
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// If this is a search by name and we have just found it then no more to do
|
||||||
|
if (nameSearch && ts.name == presence.Name)
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue