Change improperly named isNPC to be IsNPC as a property should be uppercase
parent
c41616b771
commit
6d44ee9099
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@ -56,7 +56,7 @@ namespace OpenSim.Framework
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bool IsChildAgent { get; }
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bool IsInTransit { get; }
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bool isNPC { get;}
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bool IsNPC { get;}
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bool Invulnerable { get; set; }
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/// <summary>
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@ -83,4 +83,4 @@ namespace OpenSim.Framework
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/// <remarks>Will be Vector3.Zero for a child agent.</remarks>
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Vector3 Lookat { get; }
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}
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}
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}
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@ -364,7 +364,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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return false;
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// npcs dont have baked cache
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if (((ScenePresence)sp).isNPC)
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if (((ScenePresence)sp).IsNPC)
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return true;
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// uploaded baked textures will be in assets local cache
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@ -507,7 +507,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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{
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int hits = 0;
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if (((ScenePresence)sp).isNPC)
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if (((ScenePresence)sp).IsNPC)
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return true;
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lock (m_setAppearanceLock)
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@ -701,7 +701,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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public int RequestRebake(IScenePresence sp, bool missingTexturesOnly)
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{
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if (((ScenePresence)sp).isNPC)
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if (((ScenePresence)sp).IsNPC)
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return 0;
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int texturesRebaked = 0;
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@ -165,7 +165,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
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UUID agentID, UUID sessionID, UUID token, bool godLike)
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{
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ScenePresence sp = m_scene.GetScenePresence(agentID);
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if(sp == null || sp.IsDeleted || sp.isNPC)
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if(sp == null || sp.IsDeleted || sp.IsNPC)
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return;
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if (sessionID != sp.ControllingClient.SessionId)
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@ -356,7 +356,7 @@ namespace OpenSim.Region.CoreModules.Avatar.UserProfiles
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return;
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ScenePresence p = FindPresence(targetID);
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if (p != null && p.isNPC)
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if (p != null && p.IsNPC)
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{
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remoteClient.SendAvatarClassifiedReply(targetID, classifieds);
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return;
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@ -751,7 +751,7 @@ namespace OpenSim.Region.CoreModules.Avatar.UserProfiles
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Dictionary<UUID, string> picks = new Dictionary<UUID, string>();
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ScenePresence p = FindPresence(targetId);
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if (p != null && p.isNPC)
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if (p != null && p.IsNPC)
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{
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remoteClient.SendAvatarPicksReply(targetId, picks);
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return;
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@ -1165,7 +1165,7 @@ namespace OpenSim.Region.CoreModules.Avatar.UserProfiles
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public void NotesUpdate(IClientAPI remoteClient, UUID queryTargetID, string queryNotes)
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{
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ScenePresence p = FindPresence(queryTargetID);
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if (p != null && p.isNPC)
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if (p != null && p.IsNPC)
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{
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remoteClient.SendAgentAlertMessage(
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"Notes for NPCs not available", false);
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@ -1329,7 +1329,7 @@ namespace OpenSim.Region.CoreModules.Avatar.UserProfiles
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}
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ScenePresence p = FindPresence(avatarID);
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if (p != null && p.isNPC)
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if (p != null && p.IsNPC)
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{
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remoteClient.SendAvatarProperties(avatarID, ((INPC)(p.ControllingClient)).profileAbout, ((INPC)(p.ControllingClient)).Born,
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Utils.StringToBytes("Non Player Character (NPC)"), "NPCs have no life", 0x10,
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@ -65,7 +65,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.GridUser
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public void OnMakeRootAgent(ScenePresence sp)
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{
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if (sp.isNPC)
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if (sp.IsNPC)
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return;
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if(sp.gotCrossUpdate)
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@ -68,7 +68,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Presence
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public void OnMakeRootAgent(ScenePresence sp)
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{
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if (sp.isNPC)
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if (sp.IsNPC)
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return;
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if(sp.gotCrossUpdate)
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@ -1285,7 +1285,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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UUID parcelID = land.LandData.GlobalID;
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m_scene.ForEachScenePresence(delegate(ScenePresence avatar)
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{
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if (avatar.IsDeleted || avatar.isNPC)
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if (avatar.IsDeleted || avatar.IsNPC)
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return;
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IClientAPI client = avatar.ControllingClient;
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@ -718,7 +718,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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if (!m_scene.TryGetScenePresence(avatar, out sp))
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return true;
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if(sp==null || !sp.isNPC)
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if(sp==null || !sp.IsNPC)
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return true;
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INPC npccli = (INPC)sp.ControllingClient;
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@ -2302,7 +2302,7 @@ namespace OpenSim.Region.Framework.Scenes
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List<ScenePresence> sitters = GetSittingAvatars();
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foreach(ScenePresence sp in sitters)
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{
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if(!sp.IsDeleted && !sp.isNPC && sp.IsSatOnObject)
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if(!sp.IsDeleted && !sp.IsNPC && sp.IsSatOnObject)
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return;
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}
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}
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@ -2723,7 +2723,7 @@ namespace OpenSim.Region.Framework.Scenes
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detobj.posVector = av.AbsolutePosition;
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detobj.rotQuat = av.Rotation;
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detobj.velVector = av.Velocity;
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detobj.colliderType = av.isNPC ? 0x20 : 0x1; // OpenSim\Region\ScriptEngine\Shared\Helpers.cs
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detobj.colliderType = av.IsNPC ? 0x20 : 0x1; // OpenSim\Region\ScriptEngine\Shared\Helpers.cs
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if(av.IsSatOnObject)
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detobj.colliderType |= 0x4; //passive
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else if(detobj.velVector != Vector3.Zero)
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@ -90,7 +90,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_scene.EventManager.TriggerScenePresenceUpdated(this);
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}
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public bool isNPC { get; private set; }
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public bool IsNPC { get; private set; }
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// simple yes or no isGOD from god level >= 200
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// should only be set by GodController
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@ -106,7 +106,7 @@ namespace OpenSim.Region.Framework.Scenes
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private set
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{
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m_presenceType = value;
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isNPC = (m_presenceType == PresenceType.Npc);
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IsNPC = (m_presenceType == PresenceType.Npc);
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}
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}
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@ -1974,7 +1974,7 @@ namespace OpenSim.Region.Framework.Scenes
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try
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{
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// Make sure it's not a login agent. We don't want to wait for updates during login
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if (!isNPC && !IsRealLogin(m_teleportFlags))
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if (!IsNPC && !IsRealLogin(m_teleportFlags))
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{
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// Let's wait until UpdateAgent (called by departing region) is done
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@ -2012,7 +2012,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.DebugFormat("[CompleteMovement] MakeRootAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts));
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if(!haveGroupInformation && !IsChildAgent && !isNPC)
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if(!haveGroupInformation && !IsChildAgent && !IsNPC)
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{
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IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
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if (gm != null)
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@ -2086,7 +2086,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_currentParcelHide = false;
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m_currentParcelUUID = UUID.Zero;
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if(!isNPC)
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if(!IsNPC)
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{
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GodController.SyncViewerState();
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@ -2104,7 +2104,7 @@ namespace OpenSim.Region.Framework.Scenes
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// verify baked textures and cache
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bool cachedbaked = false;
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if (isNPC)
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if (IsNPC)
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cachedbaked = true;
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else
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{
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@ -2168,14 +2168,14 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.DebugFormat("[CompleteMovement] ValidateAndSendAppearanceAndAgentData: {0}ms", Util.EnvironmentTickCountSubtract(ts));
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// attachments
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if (isNPC || IsRealLogin(m_teleportFlags))
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if (IsNPC || IsRealLogin(m_teleportFlags))
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{
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if (Scene.AttachmentsModule != null)
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// Util.FireAndForget(
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// o =>
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// {
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if (!isNPC)
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if (!IsNPC)
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Scene.AttachmentsModule.RezAttachments(this);
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else
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Util.FireAndForget(x =>
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@ -2235,7 +2235,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.DebugFormat("[CompleteMovement] openChildAgents: {0}ms", Util.EnvironmentTickCountSubtract(ts));
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// send the rest of the world
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if (m_teleportFlags > 0 && !isNPC || m_currentParcelHide)
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if (m_teleportFlags > 0 && !IsNPC || m_currentParcelHide)
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SendInitialDataToMe();
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// priority uses avatar position only
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@ -4470,7 +4470,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public void GrantGodlikePowers(UUID token, bool godStatus)
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{
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if (isNPC)
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if (IsNPC)
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return;
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bool wasgod = isViewerUIGod;
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@ -6194,7 +6194,7 @@ namespace OpenSim.Region.Framework.Scenes
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detobj.posVector = av.AbsolutePosition;
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detobj.rotQuat = av.Rotation;
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detobj.velVector = av.Velocity;
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detobj.colliderType = av.isNPC ? 0x20 : 0x1; // OpenSim\Region\ScriptEngine\Shared\Helpers.cs
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detobj.colliderType = av.IsNPC ? 0x20 : 0x1; // OpenSim\Region\ScriptEngine\Shared\Helpers.cs
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if(av.IsSatOnObject)
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detobj.colliderType |= 0x4; //passive
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else if(detobj.velVector != Vector3.Zero)
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