Fixed the whitespace in Scene.cs
The whitespace in this file was fubared recently0.8.2-post-fixes
parent
f3f748ed11
commit
e174dc87fb
|
@ -1,29 +1,29 @@
|
||||||
/*
|
/*
|
||||||
* Copyright (c) Contributors, http://opensimulator.org/
|
* Copyright (c) Contributors, http://opensimulator.org/
|
||||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* Redistribution and use in source and binary forms, with or without
|
||||||
* modification, are permitted provided that the following conditions are met:
|
* modification, are permitted provided that the following conditions are met:
|
||||||
* * Redistributions of source code must retain the above copyright
|
* * Redistributions of source code must retain the above copyright
|
||||||
* notice, this list of conditions and the following disclaimer.
|
* notice, this list of conditions and the following disclaimer.
|
||||||
* * Redistributions in binary form must reproduce the above copyright
|
* * Redistributions in binary form must reproduce the above copyright
|
||||||
* notice, this list of conditions and the following disclaimer in the
|
* notice, this list of conditions and the following disclaimer in the
|
||||||
* documentation and/or other materials provided with the distribution.
|
* documentation and/or other materials provided with the distribution.
|
||||||
* * Neither the name of the OpenSimulator Project nor the
|
* * Neither the name of the OpenSimulator Project nor the
|
||||||
* names of its contributors may be used to endorse or promote products
|
* names of its contributors may be used to endorse or promote products
|
||||||
* derived from this software without specific prior written permission.
|
* derived from this software without specific prior written permission.
|
||||||
*
|
*
|
||||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*/
|
*/
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
@ -3440,7 +3440,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Get the avatar apperance for the given client.
|
/// Get the avatar appearance for the given client.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="client"></param>
|
/// <param name="client"></param>
|
||||||
/// <param name="appearance"></param>
|
/// <param name="appearance"></param>
|
||||||
|
@ -3796,15 +3796,15 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
// vulnerable to an issue when a viewer quits a region without sending a proper logout but then
|
// vulnerable to an issue when a viewer quits a region without sending a proper logout but then
|
||||||
// re-establishes the connection on a relogin. This could wrongly set the DoNotCloseAfterTeleport
|
// re-establishes the connection on a relogin. This could wrongly set the DoNotCloseAfterTeleport
|
||||||
// flag when no teleport had taken place (and hence no close was going to come).
|
// flag when no teleport had taken place (and hence no close was going to come).
|
||||||
// if (!acd.ChildrenCapSeeds.ContainsKey(RegionInfo.RegionHandle))
|
// if (!acd.ChildrenCapSeeds.ContainsKey(RegionInfo.RegionHandle))
|
||||||
// {
|
// {
|
||||||
// m_log.DebugFormat(
|
// m_log.DebugFormat(
|
||||||
// "[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because source will attempt close.",
|
// "[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because source will attempt close.",
|
||||||
// sp.Name, Name);
|
// sp.Name, Name);
|
||||||
//
|
//
|
||||||
// sp.DoNotCloseAfterTeleport = true;
|
// sp.DoNotCloseAfterTeleport = true;
|
||||||
// }
|
// }
|
||||||
// else if (EntityTransferModule.IsInTransit(sp.UUID))
|
// else if (EntityTransferModule.IsInTransit(sp.UUID))
|
||||||
|
|
||||||
sp.LifecycleState = ScenePresenceState.Running;
|
sp.LifecycleState = ScenePresenceState.Running;
|
||||||
|
|
||||||
|
@ -3968,7 +3968,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
if (vialogin)
|
if (vialogin)
|
||||||
{
|
{
|
||||||
// CleanDroppedAttachments();
|
// CleanDroppedAttachments();
|
||||||
|
|
||||||
// Make sure avatar position is in the region (why it wouldn't be is a mystery but do sanity checking)
|
// Make sure avatar position is in the region (why it wouldn't be is a mystery but do sanity checking)
|
||||||
if (acd.startpos.X < 0) acd.startpos.X = 1f;
|
if (acd.startpos.X < 0) acd.startpos.X = 1f;
|
||||||
|
@ -3976,9 +3976,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
if (acd.startpos.Y < 0) acd.startpos.Y = 1f;
|
if (acd.startpos.Y < 0) acd.startpos.Y = 1f;
|
||||||
if (acd.startpos.Y >= RegionInfo.RegionSizeY) acd.startpos.Y = RegionInfo.RegionSizeY - 1f;
|
if (acd.startpos.Y >= RegionInfo.RegionSizeY) acd.startpos.Y = RegionInfo.RegionSizeY - 1f;
|
||||||
|
|
||||||
// m_log.DebugFormat(
|
// m_log.DebugFormat(
|
||||||
// "[SCENE]: Found telehub object {0} for new user connection {1} to {2}",
|
// "[SCENE]: Found telehub object {0} for new user connection {1} to {2}",
|
||||||
// RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
|
// RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
|
||||||
|
|
||||||
// Honor Estate teleport routing via Telehubs excluding ViaHome and GodLike TeleportFlags
|
// Honor Estate teleport routing via Telehubs excluding ViaHome and GodLike TeleportFlags
|
||||||
if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero &&
|
if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero &&
|
||||||
|
@ -4295,69 +4295,69 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc);
|
return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc);
|
||||||
}
|
}
|
||||||
|
|
||||||
// /// <summary>
|
// /// <summary>
|
||||||
// /// The Grid has requested that we log-off a user. Log them off.
|
// /// The Grid has requested that we log-off a user. Log them off.
|
||||||
// /// </summary>
|
// /// </summary>
|
||||||
// /// <param name="AvatarID">Unique ID of the avatar to log-off</param>
|
// /// <param name="AvatarID">Unique ID of the avatar to log-off</param>
|
||||||
// /// <param name="RegionSecret">SecureSessionID of the user, or the RegionSecret text when logging on to the grid</param>
|
// /// <param name="RegionSecret">SecureSessionID of the user, or the RegionSecret text when logging on to the grid</param>
|
||||||
// /// <param name="message">message to display to the user. Reason for being logged off</param>
|
// /// <param name="message">message to display to the user. Reason for being logged off</param>
|
||||||
// public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message)
|
// public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message)
|
||||||
// {
|
// {
|
||||||
// ScenePresence loggingOffUser = GetScenePresence(AvatarID);
|
// ScenePresence loggingOffUser = GetScenePresence(AvatarID);
|
||||||
// if (loggingOffUser != null)
|
// if (loggingOffUser != null)
|
||||||
// {
|
// {
|
||||||
// UUID localRegionSecret = UUID.Zero;
|
// UUID localRegionSecret = UUID.Zero;
|
||||||
// bool parsedsecret = UUID.TryParse(RegionInfo.regionSecret, out localRegionSecret);
|
// bool parsedsecret = UUID.TryParse(RegionInfo.regionSecret, out localRegionSecret);
|
||||||
//
|
//
|
||||||
// // Region Secret is used here in case a new sessionid overwrites an old one on the user server.
|
// // Region Secret is used here in case a new sessionid overwrites an old one on the user server.
|
||||||
// // Will update the user server in a few revisions to use it.
|
// // Will update the user server in a few revisions to use it.
|
||||||
//
|
//
|
||||||
// if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId || (parsedsecret && RegionSecret == localRegionSecret))
|
// if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId || (parsedsecret && RegionSecret == localRegionSecret))
|
||||||
// {
|
// {
|
||||||
// m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, loggingOffUser.KnownRegionHandles);
|
// m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, loggingOffUser.KnownRegionHandles);
|
||||||
// loggingOffUser.ControllingClient.Kick(message);
|
// loggingOffUser.ControllingClient.Kick(message);
|
||||||
// // Give them a second to receive the message!
|
// // Give them a second to receive the message!
|
||||||
// Thread.Sleep(1000);
|
// Thread.Sleep(1000);
|
||||||
// loggingOffUser.ControllingClient.Close();
|
// loggingOffUser.ControllingClient.Close();
|
||||||
// }
|
// }
|
||||||
// else
|
// else
|
||||||
// {
|
// {
|
||||||
// m_log.Info("[USERLOGOFF]: System sending the LogOff user message failed to sucessfully authenticate");
|
// m_log.Info("[USERLOGOFF]: System sending the LogOff user message failed to sucessfully authenticate");
|
||||||
// }
|
// }
|
||||||
// }
|
// }
|
||||||
// else
|
// else
|
||||||
// {
|
// {
|
||||||
// m_log.InfoFormat("[USERLOGOFF]: Got a logoff request for {0} but the user isn't here. The user might already have been logged out", AvatarID.ToString());
|
// m_log.InfoFormat("[USERLOGOFF]: Got a logoff request for {0} but the user isn't here. The user might already have been logged out", AvatarID.ToString());
|
||||||
// }
|
// }
|
||||||
// }
|
// }
|
||||||
|
|
||||||
// /// <summary>
|
// /// <summary>
|
||||||
// /// Triggered when an agent crosses into this sim. Also happens on initial login.
|
// /// Triggered when an agent crosses into this sim. Also happens on initial login.
|
||||||
// /// </summary>
|
// /// </summary>
|
||||||
// /// <param name="agentID"></param>
|
// /// <param name="agentID"></param>
|
||||||
// /// <param name="position"></param>
|
// /// <param name="position"></param>
|
||||||
// /// <param name="isFlying"></param>
|
// /// <param name="isFlying"></param>
|
||||||
// public virtual void AgentCrossing(UUID agentID, Vector3 position, bool isFlying)
|
// public virtual void AgentCrossing(UUID agentID, Vector3 position, bool isFlying)
|
||||||
// {
|
// {
|
||||||
// ScenePresence presence = GetScenePresence(agentID);
|
// ScenePresence presence = GetScenePresence(agentID);
|
||||||
// if (presence != null)
|
// if (presence != null)
|
||||||
// {
|
// {
|
||||||
// try
|
// try
|
||||||
// {
|
// {
|
||||||
// presence.MakeRootAgent(position, isFlying);
|
// presence.MakeRootAgent(position, isFlying);
|
||||||
// }
|
// }
|
||||||
// catch (Exception e)
|
// catch (Exception e)
|
||||||
// {
|
// {
|
||||||
// m_log.ErrorFormat("[SCENE]: Unable to do agent crossing, exception {0}{1}", e.Message, e.StackTrace);
|
// m_log.ErrorFormat("[SCENE]: Unable to do agent crossing, exception {0}{1}", e.Message, e.StackTrace);
|
||||||
// }
|
// }
|
||||||
// }
|
// }
|
||||||
// else
|
// else
|
||||||
// {
|
// {
|
||||||
// m_log.ErrorFormat(
|
// m_log.ErrorFormat(
|
||||||
// "[SCENE]: Could not find presence for agent {0} crossing into scene {1}",
|
// "[SCENE]: Could not find presence for agent {0} crossing into scene {1}",
|
||||||
// agentID, RegionInfo.RegionName);
|
// agentID, RegionInfo.RegionName);
|
||||||
// }
|
// }
|
||||||
// }
|
// }
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// We've got an update about an agent that sees into this region,
|
/// We've got an update about an agent that sees into this region,
|
||||||
|
@ -4435,17 +4435,17 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
/// <returns>true if we handled it.</returns>
|
/// <returns>true if we handled it.</returns>
|
||||||
public virtual bool IncomingUpdateChildAgent(AgentPosition cAgentData)
|
public virtual bool IncomingUpdateChildAgent(AgentPosition cAgentData)
|
||||||
{
|
{
|
||||||
// m_log.DebugFormat(
|
// m_log.DebugFormat(
|
||||||
// "[SCENE PRESENCE]: IncomingChildAgentDataUpdate POSITION for {0} in {1}, position {2}",
|
// "[SCENE PRESENCE]: IncomingChildAgentDataUpdate POSITION for {0} in {1}, position {2}",
|
||||||
// cAgentData.AgentID, Name, cAgentData.Position);
|
// cAgentData.AgentID, Name, cAgentData.Position);
|
||||||
|
|
||||||
ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID);
|
ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID);
|
||||||
if (childAgentUpdate != null)
|
if (childAgentUpdate != null)
|
||||||
{
|
{
|
||||||
// if (childAgentUpdate.ControllingClient.SessionId != cAgentData.SessionID)
|
// if (childAgentUpdate.ControllingClient.SessionId != cAgentData.SessionID)
|
||||||
// // Only warn for now
|
// // Only warn for now
|
||||||
// m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?",
|
// m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?",
|
||||||
// childAgentUpdate.UUID, cAgentData.SessionID);
|
// childAgentUpdate.UUID, cAgentData.SessionID);
|
||||||
|
|
||||||
// I can't imagine *yet* why we would get an update if the agent is a root agent..
|
// I can't imagine *yet* why we would get an update if the agent is a root agent..
|
||||||
// however to avoid a race condition crossing borders..
|
// however to avoid a race condition crossing borders..
|
||||||
|
@ -5163,15 +5163,15 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
|
|
||||||
// Commented pending deletion since this method no longer appears to do anything at all
|
// Commented pending deletion since this method no longer appears to do anything at all
|
||||||
// public bool NeedSceneCacheClear(UUID agentID)
|
// public bool NeedSceneCacheClear(UUID agentID)
|
||||||
// {
|
// {
|
||||||
// IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>();
|
// IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>();
|
||||||
// if (inv == null)
|
// if (inv == null)
|
||||||
// return true;
|
// return true;
|
||||||
//
|
//
|
||||||
// return inv.NeedSceneCacheClear(agentID, this);
|
// return inv.NeedSceneCacheClear(agentID, this);
|
||||||
// }
|
// }
|
||||||
|
|
||||||
public void CleanTempObjects()
|
public void CleanTempObjects()
|
||||||
{
|
{
|
||||||
|
@ -5227,7 +5227,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
else
|
else
|
||||||
return health;
|
return health;
|
||||||
|
|
||||||
// CheckHeartbeat();
|
// CheckHeartbeat();
|
||||||
|
|
||||||
return health;
|
return health;
|
||||||
}
|
}
|
||||||
|
@ -5419,14 +5419,14 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
|
return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
|
||||||
}
|
}
|
||||||
|
|
||||||
// private void CheckHeartbeat()
|
// private void CheckHeartbeat()
|
||||||
// {
|
// {
|
||||||
// if (m_firstHeartbeat)
|
// if (m_firstHeartbeat)
|
||||||
// return;
|
// return;
|
||||||
//
|
//
|
||||||
// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000)
|
// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000)
|
||||||
// StartTimer();
|
// StartTimer();
|
||||||
// }
|
// }
|
||||||
|
|
||||||
public override ISceneObject DeserializeObject(string representation)
|
public override ISceneObject DeserializeObject(string representation)
|
||||||
{
|
{
|
||||||
|
@ -5690,9 +5690,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ);
|
g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ);
|
||||||
|
|
||||||
// m_log.DebugFormat(
|
// m_log.DebugFormat(
|
||||||
// "[SCENE]: For {0} found AxisAlignedBoundingBoxRaw {1}, {2}",
|
// "[SCENE]: For {0} found AxisAlignedBoundingBoxRaw {1}, {2}",
|
||||||
// g.Name, new Vector3(ominX, ominY, ominZ), new Vector3(omaxX, omaxY, omaxZ));
|
// g.Name, new Vector3(ominX, ominY, ominZ), new Vector3(omaxX, omaxY, omaxZ));
|
||||||
|
|
||||||
ominX += vec.X;
|
ominX += vec.X;
|
||||||
omaxX += vec.X;
|
omaxX += vec.X;
|
||||||
|
@ -5919,15 +5919,15 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
if (presence.MovingToTarget)
|
if (presence.MovingToTarget)
|
||||||
{
|
{
|
||||||
double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget);
|
double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget);
|
||||||
// m_log.DebugFormat(
|
// m_log.DebugFormat(
|
||||||
// "[SCENE]: Abs pos of {0} is {1}, target {2}, distance {3}",
|
// "[SCENE]: Abs pos of {0} is {1}, target {2}, distance {3}",
|
||||||
// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget);
|
// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget);
|
||||||
|
|
||||||
// Check the error term of the current position in relation to the target position
|
// Check the error term of the current position in relation to the target position
|
||||||
if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT)
|
if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT)
|
||||||
{
|
{
|
||||||
// We are close enough to the target
|
// We are close enough to the target
|
||||||
// m_log.DebugFormat("[SCENEE]: Stopping autopilot of {0}", presence.Name);
|
// m_log.DebugFormat("[SCENEE]: Stopping autopilot of {0}", presence.Name);
|
||||||
|
|
||||||
presence.Velocity = Vector3.Zero;
|
presence.Velocity = Vector3.Zero;
|
||||||
presence.AbsolutePosition = presence.MoveToPositionTarget;
|
presence.AbsolutePosition = presence.MoveToPositionTarget;
|
||||||
|
@ -5946,23 +5946,23 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
if (presence.LandAtTarget)
|
if (presence.LandAtTarget)
|
||||||
presence.Flying = false;
|
presence.Flying = false;
|
||||||
|
|
||||||
// Vector3 targetPos = presence.MoveToPositionTarget;
|
// Vector3 targetPos = presence.MoveToPositionTarget;
|
||||||
// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
|
// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
|
||||||
// if (targetPos.Z - terrainHeight < 0.2)
|
// if (targetPos.Z - terrainHeight < 0.2)
|
||||||
// {
|
// {
|
||||||
// presence.Flying = false;
|
// presence.Flying = false;
|
||||||
// }
|
// }
|
||||||
}
|
}
|
||||||
|
|
||||||
// m_log.DebugFormat(
|
// m_log.DebugFormat(
|
||||||
// "[SCENE]: AgentControlFlags {0}, MovementFlag {1} for {2}",
|
// "[SCENE]: AgentControlFlags {0}, MovementFlag {1} for {2}",
|
||||||
// presence.AgentControlFlags, presence.MovementFlag, presence.Name);
|
// presence.AgentControlFlags, presence.MovementFlag, presence.Name);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// m_log.DebugFormat(
|
// m_log.DebugFormat(
|
||||||
// "[SCENE]: Updating npc {0} at {1} for next movement to {2}",
|
// "[SCENE]: Updating npc {0} at {1} for next movement to {2}",
|
||||||
// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
|
// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
|
||||||
|
|
||||||
Vector3 agent_control_v3 = new Vector3();
|
Vector3 agent_control_v3 = new Vector3();
|
||||||
presence.HandleMoveToTargetUpdate(1, ref agent_control_v3);
|
presence.HandleMoveToTargetUpdate(1, ref agent_control_v3);
|
||||||
|
|
Loading…
Reference in New Issue