add AGENT_LIST_EXCLUDENPC bit mask option to llGetAgentList scope to exclude NPCs
parent
98f90f4eed
commit
873d42005f
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@ -6639,11 +6639,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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/// AGENT_LIST_PARCEL - all in the same parcel as the scripted object
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/// AGENT_LIST_PARCEL_OWNER - all in any parcel owned by the owner of the
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/// current parcel.
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/// AGENT_LIST_EXCLUDENPC ignore NPCs (bit mask)
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/// </summary>
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public LSL_List llGetAgentList(LSL_Integer scope, LSL_List options)
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{
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m_host.AddScriptLPS(1);
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// do our bit masks part
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bool noNPC = (scope & ScriptBaseClass.AGENT_LIST_EXCLUDENPC) !=0;
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// remove bit masks part
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scope &= ~ ScriptBaseClass.AGENT_LIST_EXCLUDENPC;
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// the constants are 1, 2 and 4 so bits are being set, but you
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// get an error "INVALID_SCOPE" if it is anything but 1, 2 and 4
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bool regionWide = scope == ScriptBaseClass.AGENT_LIST_REGION;
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@ -6684,6 +6691,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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World.ForEachRootScenePresence(
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delegate (ScenePresence ssp)
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{
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if(noNPC && ssp.IsNPC)
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return;
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// Gods are not listed in SL
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if (!ssp.IsDeleted && !ssp.IsViewerUIGod && !ssp.IsChildAgent)
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{
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@ -660,6 +660,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
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public const int AGENT_LIST_PARCEL = 1;
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public const int AGENT_LIST_PARCEL_OWNER = 2;
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public const int AGENT_LIST_REGION = 4;
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public const int AGENT_LIST_EXCLUDENPC = 0x4000000; // our flag, not SL and it is a bit mask
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// Can not be public const?
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public static readonly vector ZERO_VECTOR = new vector(0.0, 0.0, 0.0);
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