move bAllowUpdateMoveToPosition switch outside of HandleMoveToTargetUpdate()

bulletsim
Justin Clark-Casey (justincc) 2011-08-04 01:30:37 +01:00
parent 831f933ce6
commit 61a931490d
2 changed files with 6 additions and 9 deletions

View File

@ -1492,10 +1492,9 @@ namespace OpenSim.Region.Framework.Scenes
ResetMoveToTarget(); ResetMoveToTarget();
update_movementflag = true; update_movementflag = true;
} }
else else if (bAllowUpdateMoveToPosition)
{ {
if (HandleMoveToTargetUpdate( if (HandleMoveToTargetUpdate(ref agent_control_v3, bodyRotation))
ref agent_control_v3, bodyRotation, bAllowUpdateMoveToPosition))
update_movementflag = true; update_movementflag = true;
} }
} }
@ -1557,10 +1556,8 @@ namespace OpenSim.Region.Framework.Scenes
/// </remarks> /// </remarks>
/// <param value="agent_control_v3">Cumulative agent movement that this method will update.</param> /// <param value="agent_control_v3">Cumulative agent movement that this method will update.</param>
/// <param value="bodyRotation">New body rotation of the avatar.</param> /// <param value="bodyRotation">New body rotation of the avatar.</param>
/// <param value="allowUpdate">If true, allow the update in principle.</param>
/// <returns>True if movement has been updated in some way. False otherwise.</returns> /// <returns>True if movement has been updated in some way. False otherwise.</returns>
public bool HandleMoveToTargetUpdate( public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3, Quaternion bodyRotation)
ref Vector3 agent_control_v3, Quaternion bodyRotation, bool allowUpdate)
{ {
// m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name); // m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name);
@ -1570,7 +1567,7 @@ namespace OpenSim.Region.Framework.Scenes
// "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}", // "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}",
// allowUpdate, m_moveToPositionInProgress, m_autopilotMoving); // allowUpdate, m_moveToPositionInProgress, m_autopilotMoving);
if (allowUpdate && (m_moveToPositionInProgress && !m_autopilotMoving)) if (!m_autopilotMoving)
{ {
double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget); double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget);
// m_log.DebugFormat( // m_log.DebugFormat(
@ -1711,7 +1708,7 @@ namespace OpenSim.Region.Framework.Scenes
MoveToPositionTarget = pos; MoveToPositionTarget = pos;
Vector3 agent_control_v3 = new Vector3(); Vector3 agent_control_v3 = new Vector3();
HandleMoveToTargetUpdate(ref agent_control_v3, Rotation, true); HandleMoveToTargetUpdate(ref agent_control_v3, Rotation);
AddNewMovement(agent_control_v3, Rotation); AddNewMovement(agent_control_v3, Rotation);
} }

View File

@ -87,7 +87,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
else else
{ {
Vector3 agent_control_v3 = new Vector3(); Vector3 agent_control_v3 = new Vector3();
presence.HandleMoveToTargetUpdate(ref agent_control_v3, presence.Rotation, true); presence.HandleMoveToTargetUpdate(ref agent_control_v3, presence.Rotation);
presence.AddNewMovement(agent_control_v3, presence.Rotation); presence.AddNewMovement(agent_control_v3, presence.Rotation);
} }
// //