Implements osForceSit(string avatar) & overload osForceSit(string avatar, string target)
Allows a script IN the target prim to force an avatar to sit on it using normal methods as if called by the client. Overload method of osForceSit() to allow a script NOT in the target prim to force an avatar to sit on the target prim using normal methods as if called by the client. This patch is based on previous work from http://opensimulator.org/mantis/view.php?id=4492 and also includes the suggestions from justincc including change of threat level Thank you Christos Lightling.mb-throttle-test
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5db3f08871
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@ -872,6 +872,59 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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TeleportAgent(m_host.OwnerID.ToString(), regionX, regionY, position, lookat, true);
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TeleportAgent(m_host.OwnerID.ToString(), regionX, regionY, position, lookat, true);
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}
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}
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///<summary>
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/// Allows a script IN the target prim to force an avatar to sit on it using normal methods
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/// as if called by the client.
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/// Silent fail if agent (or target if overloaded) not found.
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/// Does work if passed key (or keys if overloaded).
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/// </summary>
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/// <param name="avatar"></param>
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public void osForceSit(string avatar)
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{
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CheckThreatLevel(ThreatLevel.VeryHigh, "osForceSit");
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m_host.AddScriptLPS(1);
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ForceSit(avatar, m_host.UUID);
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}
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/// <summary>
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/// Overload method of osForceSit(string avatar) to allow a script NOT in the target prim to force
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/// an avatar to sit on the target prim using normal methods as if called by the client.
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/// </summary>
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/// <param name="avatar"></param>
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/// <param name="target"></param>
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public void osForceSit(string avatar, string target)
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{
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CheckThreatLevel(ThreatLevel.VeryHigh, "osForceSit");
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m_host.AddScriptLPS(1);
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UUID targetID = new UUID(target);
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ForceSit(avatar, targetID);
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}
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public void ForceSit(string avatar, UUID targetID)
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{
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UUID agentID;
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if (!UUID.TryParse(avatar, out agentID))
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return;
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ScenePresence presence = World.GetScenePresence(agentID);
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SceneObjectPart part = World.GetSceneObjectPart(targetID);
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if (presence != null &&
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part != null &&
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part.SitTargetAvatar == UUID.Zero)
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presence.HandleAgentRequestSit(presence.ControllingClient,
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agentID,
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targetID,
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part.SitTargetPosition);
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}
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// Functions that get information from the agent itself.
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// Functions that get information from the agent itself.
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//
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//
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@ -363,6 +363,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
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LSL_Float osGetHealth(string avatar);
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LSL_Float osGetHealth(string avatar);
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void osCauseHealing(string avatar, double healing);
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void osCauseHealing(string avatar, double healing);
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void osCauseDamage(string avatar, double damage);
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void osCauseDamage(string avatar, double damage);
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void osForceSit(string avatar);
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void osForceSit(string avatar, string target);
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LSL_List osGetPrimitiveParams(LSL_Key prim, LSL_List rules);
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LSL_List osGetPrimitiveParams(LSL_Key prim, LSL_List rules);
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void osSetPrimitiveParams(LSL_Key prim, LSL_List rules);
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void osSetPrimitiveParams(LSL_Key prim, LSL_List rules);
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void osSetProjectionParams(bool projection, LSL_Key texture, double fov, double focus, double amb);
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void osSetProjectionParams(bool projection, LSL_Key texture, double fov, double focus, double amb);
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@ -919,6 +919,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
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{
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{
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m_OSSL_Functions.osCauseHealing(avatar, healing);
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m_OSSL_Functions.osCauseHealing(avatar, healing);
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}
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}
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public void osForceSit(string avatar)
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{
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m_OSSL_Functions.osForceSit(avatar);
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}
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public void osForceSit(string avatar, string target)
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{
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m_OSSL_Functions.osForceSit(avatar, target);
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}
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public LSL_List osGetPrimitiveParams(LSL_Key prim, LSL_List rules)
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public LSL_List osGetPrimitiveParams(LSL_Key prim, LSL_List rules)
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{
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{
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