Remove support for the OS_NPC constant. That one seems to be overly paranoid
to have and confuses the issue.avinationmerge
parent
d69f186f5a
commit
af05aaaf36
|
@ -68,7 +68,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
private const int AGENT = 1;
|
||||
private const int AGENT_BY_USERNAME = 0x10;
|
||||
private const int NPC = 0x20;
|
||||
private const int OS_NPC = 0x01000000;
|
||||
private const int ACTIVE = 2;
|
||||
private const int PASSIVE = 4;
|
||||
private const int SCRIPTED = 8;
|
||||
|
@ -221,7 +220,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
List<SensedEntity> sensedEntities = new List<SensedEntity>();
|
||||
|
||||
// Is the sensor type is AGENT and not SCRIPTED then include agents
|
||||
if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC | OS_NPC)) != 0 && (ts.type & SCRIPTED) == 0)
|
||||
if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC)) != 0 && (ts.type & SCRIPTED) == 0)
|
||||
{
|
||||
sensedEntities.AddRange(doAgentSensor(ts));
|
||||
}
|
||||
|
@ -485,7 +484,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
// "[SENSOR REPEAT]: Inspecting scene presence {0}, type {1} on sensor sweep for {2}, type {3}",
|
||||
// presence.Name, presence.PresenceType, ts.name, ts.type);
|
||||
|
||||
if ((ts.type & NPC) == 0 && (ts.type & OS_NPC) == 0 && presence.PresenceType == PresenceType.Npc)
|
||||
if ((ts.type & NPC) == 0 && presence.PresenceType == PresenceType.Npc)
|
||||
{
|
||||
INPC npcData = npcModule.GetNPC(presence.UUID, presence.Scene);
|
||||
if (npcData == null || !npcData.SenseAsAgent)
|
||||
|
|
|
@ -56,7 +56,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
|
|||
public const int ACTIVE = 2;
|
||||
public const int PASSIVE = 4;
|
||||
public const int SCRIPTED = 8;
|
||||
public const int OS_NPC = 0x01000000;
|
||||
|
||||
public const int CONTROL_FWD = 1;
|
||||
public const int CONTROL_BACK = 2;
|
||||
|
|
Loading…
Reference in New Issue