From 3378b502c5c02de2cc0d9d73bd24aecafa5dd3fe Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Sat, 6 Sep 2008 22:28:51 +0000 Subject: * This changes gridcomms types back to our home grown wholy controlled types. * These are different types then the OMV types because changing them causes just about all grid comms to break. If these were the libOMV types, then libOMV couldn't change them ever again after that.. or we'd have a breakage whenever they changed them. * This might introduce a map issue. Still checking it out. --- OpenSim/Region/Environment/Scenes/ScenePresence.cs | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region/Environment/Scenes') diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs index e51f1be..1a4b0c9 100644 --- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs @@ -1862,12 +1862,12 @@ namespace OpenSim.Region.Environment.Scenes cadu.AgentID = UUID.Guid; cadu.alwaysrun = m_setAlwaysRun; cadu.AVHeight = m_avHeight; - Vector3 tempCameraCenter = new Vector3(m_CameraCenter.X, m_CameraCenter.Y, m_CameraCenter.Z); + sLLVector3 tempCameraCenter = new sLLVector3(new Vector3(m_CameraCenter.X, m_CameraCenter.Y, m_CameraCenter.Z)); cadu.cameraPosition = tempCameraCenter; cadu.drawdistance = m_DrawDistance; cadu.godlevel = m_godlevel; cadu.GroupAccess = 0; - cadu.Position = AbsolutePosition; + cadu.Position = new sLLVector3(AbsolutePosition); cadu.regionHandle = m_scene.RegionInfo.RegionHandle; float multiplier = 1; int innacurateNeighbors = m_scene.GetInaccurateNeighborCount(); @@ -1887,7 +1887,7 @@ namespace OpenSim.Region.Environment.Scenes - cadu.Velocity = Velocity; + cadu.Velocity = new sLLVector3(Velocity); m_scene.SendOutChildAgentUpdates(cadu,this); m_LastChildAgentUpdatePosition.X = AbsolutePosition.X; m_LastChildAgentUpdatePosition.Y = AbsolutePosition.Y; @@ -2070,11 +2070,11 @@ namespace OpenSim.Region.Environment.Scenes int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize; m_DrawDistance = cAgentData.drawdistance; - m_pos = new Vector3(cAgentData.Position.X + shiftx, cAgentData.Position.Y + shifty, cAgentData.Position.Z); + m_pos = new Vector3(cAgentData.Position.x + shiftx, cAgentData.Position.y + shifty, cAgentData.Position.z); // It's hard to say here.. We can't really tell where the camera position is unless it's in world cordinates from the sending region m_CameraCenter = - new Vector3(cAgentData.cameraPosition.X, cAgentData.cameraPosition.Y, cAgentData.cameraPosition.Z); + new Vector3(cAgentData.cameraPosition.x, cAgentData.cameraPosition.y, cAgentData.cameraPosition.z); m_godlevel = cAgentData.godlevel; -- cgit v1.1