From 5d6c9644faf6aeac38410af9cff97adfef88d7aa Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 10 Aug 2011 01:47:37 +0100
Subject: early code to allow scripts to force npcs not to fly when moving to
target
this is to allow walking on prims. it will be up to the script writer to be sure that there is a continuous path.
currently implemented in osNpcMoveToTarget(), but none of this is final.
---
OpenSim/Region/Framework/Interfaces/INPCModule.cs | 6 +++++-
1 file changed, 5 insertions(+), 1 deletion(-)
(limited to 'OpenSim/Region/Framework/Interfaces/INPCModule.cs')
diff --git a/OpenSim/Region/Framework/Interfaces/INPCModule.cs b/OpenSim/Region/Framework/Interfaces/INPCModule.cs
index 763d2dc..06296c9 100644
--- a/OpenSim/Region/Framework/Interfaces/INPCModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/INPCModule.cs
@@ -67,8 +67,12 @@ namespace OpenSim.Region.Framework.Interfaces
/// The UUID of the NPC
///
///
+ ///
+ /// If true, then the avatar will attempt to walk to the location even if it's up in the air.
+ /// This is to allow walking on prims.
+ ///
/// True if the operation succeeded, false if there was no such agent or the agent was not an NPC
- bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos);
+ bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly);
///
/// Stop the NPC's current movement.
--
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