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*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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*/
using System;
using OpenMetaverse;
namespace OpenSim.Framework
{
///
/// An agent in the scene.
///
///
/// Interface is a work in progress. Please feel free to add other required properties and methods.
///
public interface ISceneAgent : ISceneEntity
{
///
/// The client controlling this presence
///
IClientAPI ControllingClient { get; }
///
/// What type of presence is this? User, NPC, etc.
///
PresenceType PresenceType { get; }
///
/// If true, then the agent has no avatar in the scene.
/// The agent exists to relay data from a region that neighbours the current position of the user's avatar.
/// Occasionally data is relayed, such as which a user clicks an item in a neighbouring region.
///
bool IsChildAgent { get; }
bool IsInTransit { get; }
bool isNPC { get;}
bool Invulnerable { get; set; }
///
/// Avatar appearance data.
///
///
// Because appearance setting is in a module, we actually need
// to give it access to our appearance directly, otherwise we
// get a synchronization issue.
///
AvatarAppearance Appearance { get; set; }
///
/// Send initial scene data to the client controlling this agent
///
///
/// This includes scene object data and the appearance data of other avatars.
///
void SendInitialDataToMe();
///
/// Direction in which the scene presence is looking.
///
/// Will be Vector3.Zero for a child agent.
Vector3 Lookat { get; }
}
}