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