Fix attached sounds from HUDs erroneously being delivered to other avatars

0.7-post-fixes
Melanie 2010-10-28 13:24:45 +01:00
parent 69a96883f5
commit ac17ff331f
1 changed files with 19 additions and 0 deletions

View File

@ -62,6 +62,12 @@ namespace OpenSim.Region.CoreModules.World.Sound
public virtual void PlayAttachedSound(
UUID soundID, UUID ownerID, UUID objectID, double gain, Vector3 position, byte flags, float radius)
{
SceneObjectPart part = m_scene.GetSceneObjectPart(objectID);
if (part == null)
return;
SceneObjectGroup grp = part.ParentGroup;
m_scene.ForEachScenePresence(delegate(ScenePresence sp)
{
if (sp.IsChildAgent)
@ -71,6 +77,19 @@ namespace OpenSim.Region.CoreModules.World.Sound
if (dis > 100.0) // Max audio distance
return;
if (grp.IsAttachment)
{
if (grp.GetAttachmentPoint() > 30) // HUD
{
if (sp.ControllingClient.AgentId != grp.OwnerID)
return;
}
if (sp.ControllingClient.AgentId == grp.OwnerID)
dis = 0;
}
// Scale by distance
if (radius == 0)
gain = (float)((double)gain * ((100.0 - dis) / 100.0));