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authorMelanie2009-12-30 20:13:18 +0000
committerMelanie2009-12-30 20:13:18 +0000
commitcbe0841bc96d9ec834b06a0a012a50323698f719 (patch)
tree9639026f9ee63810209b891912dac81ee36fd69d /OpenSim
parentMerge branch 'master' into careminster (diff)
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Revert "Merge branch 'master' into careminster"
This reverts commit 596af3f600462fb1e467714e5b898c10aa3d838b.
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs57
-rw-r--r--OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs82
3 files changed, 4 insertions, 143 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 8f62855..e98f0e7 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -161,18 +161,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
161 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 161 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
162 162
163 // Check control flags 163 // Check control flags
164<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
165 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS); 164 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
166 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG); 165 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
167 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS); 166 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
168 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG); 167 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
169=======
170 bool heldForward =
171 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS));
172 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG;
173 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS;
174 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
175>>>>>>> master:OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
176 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 168 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
177 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 169 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
178 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 170 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index f05fe59..c3bc96a 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -173,12 +173,8 @@ namespace OpenSim.Region.Framework.Scenes
173 protected RegionInfo m_regionInfo; 173 protected RegionInfo m_regionInfo;
174 protected ulong crossingFromRegion; 174 protected ulong crossingFromRegion;
175 175
176<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
177 private readonly Vector3[] Dir_Vectors = new Vector3[11]; 176 private readonly Vector3[] Dir_Vectors = new Vector3[11];
178 private bool m_isNudging = false; 177 private bool m_isNudging = false;
179=======
180 private readonly Vector3[] Dir_Vectors = new Vector3[9];
181>>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
182 178
183 // Position of agent's camera in world (region cordinates) 179 // Position of agent's camera in world (region cordinates)
184 protected Vector3 m_CameraCenter; 180 protected Vector3 m_CameraCenter;
@@ -247,13 +243,9 @@ namespace OpenSim.Region.Framework.Scenes
247 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 243 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
248 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 244 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
249 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 245 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
250<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
251 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 246 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
252 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, 247 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
253 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, 248 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
254=======
255 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
256>>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
257 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 249 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
258 } 250 }
259 251
@@ -735,43 +727,27 @@ namespace OpenSim.Region.Framework.Scenes
735 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 727 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
736 Dir_Vectors[4] = Vector3.UnitZ; //UP 728 Dir_Vectors[4] = Vector3.UnitZ; //UP
737 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 729 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
738<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
739 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE 730 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
740 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE 731 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
741 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE 732 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
742 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE 733 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
743 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 734 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
744=======
745 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
746 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD
747 Dir_Vectors[7] = -Vector3.UnitX; //BACK
748>>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
749 } 735 }
750 736
751 private Vector3[] GetWalkDirectionVectors() 737 private Vector3[] GetWalkDirectionVectors()
752 { 738 {
753<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
754 Vector3[] vector = new Vector3[11]; 739 Vector3[] vector = new Vector3[11];
755=======
756 Vector3[] vector = new Vector3[9];
757>>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
758 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 740 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
759 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 741 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
760 vector[2] = Vector3.UnitY; //LEFT 742 vector[2] = Vector3.UnitY; //LEFT
761 vector[3] = -Vector3.UnitY; //RIGHT 743 vector[3] = -Vector3.UnitY; //RIGHT
762 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 744 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
763 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 745 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
764<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
765 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE 746 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
766 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE 747 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
767 vector[8] = Vector3.UnitY; //LEFT_NUDGE 748 vector[8] = Vector3.UnitY; //LEFT_NUDGE
768 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE 749 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
769 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE 750 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
770=======
771 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge
772 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge
773 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge
774>>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
775 return vector; 751 return vector;
776 } 752 }
777 753
@@ -1387,18 +1363,12 @@ namespace OpenSim.Region.Framework.Scenes
1387 else 1363 else
1388 dirVectors = Dir_Vectors; 1364 dirVectors = Dir_Vectors;
1389 1365
1390<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
1391 bool[] isNudge = GetDirectionIsNudge(); 1366 bool[] isNudge = GetDirectionIsNudge();
1392 1367
1393 1368
1394 1369
1395 1370
1396 1371
1397=======
1398 // The fact that m_movementflag is a byte needs to be fixed
1399 // it really should be a uint
1400 uint nudgehack = 250;
1401>>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
1402 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1372 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1403 { 1373 {
1404 if (((uint)flags & (uint)DCF) != 0) 1374 if (((uint)flags & (uint)DCF) != 0)
@@ -1408,47 +1378,28 @@ namespace OpenSim.Region.Framework.Scenes
1408 try 1378 try
1409 { 1379 {
1410 agent_control_v3 += dirVectors[i]; 1380 agent_control_v3 += dirVectors[i];
1411<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
1412 if (isNudge[i] == false) 1381 if (isNudge[i] == false)
1413 { 1382 {
1414 Nudging = false; 1383 Nudging = false;
1415 } 1384 }
1416=======
1417 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]);
1418>>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
1419 } 1385 }
1420 catch (IndexOutOfRangeException) 1386 catch (IndexOutOfRangeException)
1421 { 1387 {
1422 // Why did I get this? 1388 // Why did I get this?
1423 } 1389 }
1424 1390
1425 if ((m_movementflag & (byte)(uint)DCF) == 0) 1391 if ((m_movementflag & (uint)DCF) == 0)
1426 { 1392 {
1427 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1428 {
1429 m_movementflag |= (byte)nudgehack;
1430 }
1431 m_movementflag += (byte)(uint)DCF; 1393 m_movementflag += (byte)(uint)DCF;
1432 update_movementflag = true; 1394 update_movementflag = true;
1433 } 1395 }
1434 } 1396 }
1435 else 1397 else
1436 { 1398 {
1437 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1399 if ((m_movementflag & (uint)DCF) != 0)
1438 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1439 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1440 ) // This or is for Nudge forward
1441 { 1400 {
1442 m_movementflag -= ((byte)(uint)DCF); 1401 m_movementflag -= (byte)(uint)DCF;
1443
1444 update_movementflag = true; 1402 update_movementflag = true;
1445 /*
1446 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1447 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1448 {
1449 m_log.Debug("Removed Hack flag");
1450 }
1451 */
1452 } 1403 }
1453 else 1404 else
1454 { 1405 {
@@ -1589,7 +1540,7 @@ namespace OpenSim.Region.Framework.Scenes
1589 } 1540 }
1590 } 1541 }
1591 1542
1592 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0)) 1543 if (update_movementflag)
1593 Animator.UpdateMovementAnimations(); 1544 Animator.UpdateMovementAnimations();
1594 1545
1595 m_scene.EventManager.TriggerOnClientMovement(this); 1546 m_scene.EventManager.TriggerOnClientMovement(this);
diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
index 1a99c83..92f060b 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
@@ -88,89 +88,7 @@ namespace OpenSim.Region.RegionCombinerModule
88 public void RegionLoaded(Scene scene) 88 public void RegionLoaded(Scene scene)
89 { 89 {
90 if (enabledYN) 90 if (enabledYN)
91 {
92 RegionLoadedDoWork(scene); 91 RegionLoadedDoWork(scene);
93
94 scene.EventManager.OnNewPresence += NewPresence;
95 }
96 }
97
98 private void NewPresence(ScenePresence presence)
99 {
100 if (presence.IsChildAgent)
101 {
102 byte[] throttleData;
103
104 try
105 {
106 throttleData = presence.ControllingClient.GetThrottlesPacked(1);
107 }
108 catch (NotImplementedException)
109 {
110 return;
111 }
112
113 if (throttleData == null)
114 return;
115
116 if (throttleData.Length == 0)
117 return;
118
119 if (throttleData.Length != 28)
120 return;
121
122 byte[] adjData;
123 int pos = 0;
124
125 if (!BitConverter.IsLittleEndian)
126 {
127 byte[] newData = new byte[7 * 4];
128 Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
129
130 for (int i = 0; i < 7; i++)
131 Array.Reverse(newData, i * 4, 4);
132
133 adjData = newData;
134 }
135 else
136 {
137 adjData = throttleData;
138 }
139
140 // 0.125f converts from bits to bytes
141 int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
142 int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
143 int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
144 int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
145 int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
146 int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
147 int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
148 // State is a subcategory of task that we allocate a percentage to
149
150
151 //int total = resend + land + wind + cloud + task + texture + asset;
152
153 byte[] data = new byte[7 * 4];
154 int ii = 0;
155
156 Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
157 Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
158 Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
159 Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
160 Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
161 Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
162 Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
163
164 try
165 {
166 presence.ControllingClient.SetChildAgentThrottle(data);
167 }
168 catch (NotImplementedException)
169 {
170 return;
171 }
172
173 }
174 } 92 }
175 93
176 private void RegionLoadedDoWork(Scene scene) 94 private void RegionLoadedDoWork(Scene scene)