Add a TeleportFlags member to SP so we can tell how we got there.
parent
1f19bd5f90
commit
c43b892f3a
|
@ -3472,6 +3472,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
|
||||
|
||||
// Let the SP know how we got here. This has a lot of interesting
|
||||
// uses down the line.
|
||||
sp.TeleportFlags = (TeleportFlags)teleportFlags;
|
||||
|
||||
// In all cases, add or update the circuit data with the new agent circuit data and teleport flags
|
||||
agent.teleportFlags = teleportFlags;
|
||||
m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
|
||||
|
|
|
@ -142,6 +142,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
get { return m_userFlags; }
|
||||
}
|
||||
private TeleportFlags m_teleportFlags;
|
||||
public TeleportFlags TeleportFlags
|
||||
{
|
||||
get { return m_teleportFlags; }
|
||||
set { m_teleportFlags = value; }
|
||||
}
|
||||
|
||||
private uint m_requestedSitTargetID;
|
||||
private UUID m_requestedSitTargetUUID;
|
||||
|
@ -1083,6 +1089,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
public void MakeChildAgent()
|
||||
{
|
||||
// Reset these so that teleporting in and walking out isn't seen
|
||||
// as teleporting back
|
||||
m_teleportFlags = TeleportFlags.Default;
|
||||
|
||||
// It looks like m_animator is set to null somewhere, and MakeChild
|
||||
// is called after that. Probably in aborted teleports.
|
||||
if (m_animator == null)
|
||||
|
|
Loading…
Reference in New Issue