* minor: A few comments. A bit of cleanup.
parent
e4c1e20d27
commit
e1f5e2df3f
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@ -2313,7 +2313,8 @@ namespace OpenSim.Region.Environment.Scenes
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sLLVector3 tempCameraCenter = new sLLVector3(new Vector3(m_CameraCenter.X, m_CameraCenter.Y, m_CameraCenter.Z));
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cadu.cameraPosition = tempCameraCenter;
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cadu.drawdistance = m_DrawDistance;
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cadu.godlevel = m_godlevel;
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if (m_scene.Permissions.IsGod(new UUID(cadu.AgentID)))
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cadu.godlevel = m_godlevel;
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cadu.GroupAccess = 0;
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cadu.Position = new sLLVector3(AbsolutePosition);
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cadu.regionHandle = m_scene.RegionInfo.RegionHandle;
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@ -2663,7 +2664,11 @@ namespace OpenSim.Region.Environment.Scenes
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cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
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}
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cAgent.GodLevel = (byte)m_godlevel;
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if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID)))
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cAgent.GodLevel = (byte)m_godlevel;
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else
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cAgent.GodLevel = (byte) 0;
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cAgent.AlwaysRun = m_setAlwaysRun;
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//cAgent.AgentTextures = ???
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@ -2700,8 +2705,8 @@ namespace OpenSim.Region.Environment.Scenes
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{
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m_physicsActor.Flying = ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
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}
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m_godlevel = cAgent.GodLevel;
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if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID)))
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m_godlevel = cAgent.GodLevel;
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m_setAlwaysRun = cAgent.AlwaysRun;
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//cAgent.AgentTextures = ???
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