From 7b2b47530e48153b53c00cd33356abbbdb13d0b5 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 4 Aug 2011 01:16:24 +0100
Subject: move reset code out of HandleMoveToTargetUpdate() so that we only
call it where needed instead of passing in a flag
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 28 ++++++++++------------
.../Region/OptionalModules/World/NPC/NPCModule.cs | 2 +-
2 files changed, 13 insertions(+), 17 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index b7fa3b6..d471414 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1485,9 +1485,17 @@ namespace OpenSim.Region.Framework.Scenes
}
// If the user has pressed a key then we want to cancel any move to target.
- if (HandleMoveToTargetUpdate(
- ref agent_control_v3, bodyRotation, DCFlagKeyPressed, bAllowUpdateMoveToPosition))
+ if (DCFlagKeyPressed && m_moveToPositionInProgress)
+ {
+ ResetMoveToTarget();
update_movementflag = true;
+ }
+ else
+ {
+ if (HandleMoveToTargetUpdate(
+ ref agent_control_v3, bodyRotation, bAllowUpdateMoveToPosition))
+ update_movementflag = true;
+ }
}
// Cause the avatar to stop flying if it's colliding
@@ -1546,27 +1554,15 @@ namespace OpenSim.Region.Framework.Scenes
///
/// Cumulative agent movement that this method will update.
/// New body rotation of the avatar.
- /// If true, clear the move to position
/// If true, allow the update in principle.
/// True if movement has been updated in some way. False otherwise.
public bool HandleMoveToTargetUpdate(
- ref Vector3 agent_control_v3, Quaternion bodyRotation, bool reset, bool allowUpdate)
+ ref Vector3 agent_control_v3, Quaternion bodyRotation, bool allowUpdate)
{
// m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name);
bool updated = false;
- if (reset)
- {
- if (m_moveToPositionInProgress)
- {
- ResetMoveToTarget();
- updated = true;
- }
-
- return updated;
- }
-
// m_log.DebugFormat(
// "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}",
// allowUpdate, m_moveToPositionInProgress, m_autopilotMoving);
@@ -1712,7 +1708,7 @@ namespace OpenSim.Region.Framework.Scenes
MoveToPositionTarget = pos;
Vector3 agent_control_v3 = new Vector3();
- HandleMoveToTargetUpdate(ref agent_control_v3, Rotation, false, true);
+ HandleMoveToTargetUpdate(ref agent_control_v3, Rotation, true);
AddNewMovement(agent_control_v3, Rotation);
}
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
index a0a24f2..fa60653 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
@@ -87,7 +87,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
else
{
Vector3 agent_control_v3 = new Vector3();
- presence.HandleMoveToTargetUpdate(ref agent_control_v3, presence.Rotation, false, true);
+ presence.HandleMoveToTargetUpdate(ref agent_control_v3, presence.Rotation, true);
presence.AddNewMovement(agent_control_v3, presence.Rotation);
}
//
--
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