From 0ed4f24b3432d282f2f1517d403341cde069af29 Mon Sep 17 00:00:00 2001 From: Melanie Date: Mon, 5 Mar 2012 02:14:27 +0100 Subject: A stab at making llEjectFromLand work in all cases --- OpenSim/Region/Framework/Scenes/Scene.cs | 13 ++++++++++--- 1 file changed, 10 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 11a41aa..5d27d86 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -4938,9 +4938,16 @@ Environment.Exit(1); return nearestPoint.Value; } - //Ultimate backup if we have no idea where they are - Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString()); - return avatar.lastKnownAllowedPosition; + ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y); + if (dest != excludeParcel) + { + // Ultimate backup if we have no idea where they are and + // the last allowed position was in another parcel + Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString()); + return avatar.lastKnownAllowedPosition; + } + + // else fall through to region edge } //Go to the edge, this happens in teleporting to a region with no available parcels -- cgit v1.1