As per opensim-dev mailing list conversation, introduce OS_NPC constant for use with llSensor()
This same constant will later be used with llGetDetectedType(). This constant has a different name from NPC to avoid possible conflict with future LSL changes. This constant has a different value to try and avoid unnecessary conflict with future constants that may use the same value. Using the 'NPC' constant with llSensor() will remain valid but is deprecated.0.7.4.1
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@ -68,6 +68,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
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private const int AGENT = 1;
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private const int AGENT_BY_USERNAME = 0x10;
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private const int NPC = 0x20;
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private const int OS_NPC = 0x01000000;
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private const int ACTIVE = 2;
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private const int PASSIVE = 4;
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private const int SCRIPTED = 8;
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@ -220,7 +221,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
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List<SensedEntity> sensedEntities = new List<SensedEntity>();
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// Is the sensor type is AGENT and not SCRIPTED then include agents
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if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC)) != 0 && (ts.type & SCRIPTED) == 0)
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if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC | OS_NPC)) != 0 && (ts.type & SCRIPTED) == 0)
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{
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sensedEntities.AddRange(doAgentSensor(ts));
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}
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@ -479,7 +480,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
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// "[SENSOR REPEAT]: Inspecting scene presence {0}, type {1} on sensor sweep for {2}, type {3}",
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// presence.Name, presence.PresenceType, ts.name, ts.type);
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if ((ts.type & NPC) == 0 && presence.PresenceType == PresenceType.Npc)
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if ((ts.type & NPC) == 0 && (ts.type & OS_NPC) == 0 && presence.PresenceType == PresenceType.Npc)
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{
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INPC npcData = npcModule.GetNPC(presence.UUID, presence.Scene);
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if (npcData == null || !npcData.SenseAsAgent)
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@ -56,6 +56,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
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public const int ACTIVE = 2;
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public const int PASSIVE = 4;
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public const int SCRIPTED = 8;
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public const int OS_NPC = 0x01000000;
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public const int CONTROL_FWD = 1;
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public const int CONTROL_BACK = 2;
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