sitting avatars hidding by their position. This is not as SL that uses
avatar sitting on root prim. All cases have good and bad situations, this is simpler. Only SOG position changes triggers checks, rotation alone will not. ( as happens in other cases ) (UNTESTED, as usual )avinationmerge
parent
ef1f37cf20
commit
e296f25445
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@ -701,6 +701,11 @@ namespace OpenSim.Region.Framework.Scenes
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part.GroupPosition = val;
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}
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foreach (ScenePresence av in m_linkedAvatars)
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{
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av.sitSOGmoved();
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}
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// now that position is changed tell it to scripts
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if (triggerScriptEvent)
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{
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@ -163,6 +163,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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m_currentParcelUUID = value;
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m_currentParcelHide = false;
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ILandObject land = m_scene.LandChannel.GetLandObject(AbsolutePosition.X, AbsolutePosition.Y);
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if (land != null && !land.LandData.SeeAVs)
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m_currentParcelHide = true;
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@ -172,6 +173,23 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public void sitSOGmoved()
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{
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if (IsDeleted || !IsSatOnObject)
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//what me? nahh
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return;
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if (IsInTransit)
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return;
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ILandObject land = m_scene.LandChannel.GetLandObject(AbsolutePosition.X, AbsolutePosition.Y);
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if (land == null)
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return; //??
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UUID parcelID = land.LandData.GlobalID;
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if (m_currentParcelUUID != parcelID)
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currentParcelUUID = parcelID;
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}
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public bool ParcelAllowThisAvatarSounds
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{
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get
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@ -2707,7 +2725,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (satOnObject)
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{
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SendAvatarDataToAllAgents();
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// SendAvatarDataToAllAgents();
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m_requestedSitTargetID = 0;
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part.RemoveSittingAvatar(UUID);
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@ -2719,6 +2737,22 @@ namespace OpenSim.Region.Framework.Scenes
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AddToPhysicalScene(false);
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Animator.TrySetMovementAnimation("STAND");
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if (satOnObject)
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{
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ILandObject land = m_scene.LandChannel.GetLandObject(AbsolutePosition.X,AbsolutePosition.Y);
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if (land != null)
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{
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UUID parcelID = land.LandData.GlobalID;
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if (m_currentParcelUUID != parcelID)
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currentParcelUUID = parcelID;
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else
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SendAvatarDataToAllAgents();
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}
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else
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SendAvatarDataToAllAgents();
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}
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TriggerScenePresenceUpdated();
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}
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Loading…
Reference in New Issue