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authorJustin Clark-Casey (justincc)2011-08-04 01:16:24 +0100
committerJustin Clark-Casey (justincc)2011-08-04 01:16:24 +0100
commit7b2b47530e48153b53c00cd33356abbbdb13d0b5 (patch)
tree2d16beaf1c8987c3b39af8135022e28c71e09a77
parentMake SIGNIFICANT_MOVEMENT SP constant a top-level property so that other clas... (diff)
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move reset code out of HandleMoveToTargetUpdate() so that we only call it where needed instead of passing in a flag
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs28
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs2
2 files changed, 13 insertions, 17 deletions
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
1485 } 1485 }
1486 1486
1487 // If the user has pressed a key then we want to cancel any move to target. 1487 // If the user has pressed a key then we want to cancel any move to target.
1488 if (HandleMoveToTargetUpdate( 1488 if (DCFlagKeyPressed && m_moveToPositionInProgress)
1489 ref agent_control_v3, bodyRotation, DCFlagKeyPressed, bAllowUpdateMoveToPosition)) 1489 {
1490 ResetMoveToTarget();
1490 update_movementflag = true; 1491 update_movementflag = true;
1492 }
1493 else
1494 {
1495 if (HandleMoveToTargetUpdate(
1496 ref agent_control_v3, bodyRotation, bAllowUpdateMoveToPosition))
1497 update_movementflag = true;
1498 }
1491 } 1499 }
1492 1500
1493 // Cause the avatar to stop flying if it's colliding 1501 // Cause the avatar to stop flying if it's colliding
@@ -1546,27 +1554,15 @@ namespace OpenSim.Region.Framework.Scenes
1546 /// </remarks> 1554 /// </remarks>
1547 /// <param value="agent_control_v3">Cumulative agent movement that this method will update.</param> 1555 /// <param value="agent_control_v3">Cumulative agent movement that this method will update.</param>
1548 /// <param value="bodyRotation">New body rotation of the avatar.</param> 1556 /// <param value="bodyRotation">New body rotation of the avatar.</param>
1549 /// <param value="reset">If true, clear the move to position</param>
1550 /// <param value="allowUpdate">If true, allow the update in principle.</param> 1557 /// <param value="allowUpdate">If true, allow the update in principle.</param>
1551 /// <returns>True if movement has been updated in some way. False otherwise.</returns> 1558 /// <returns>True if movement has been updated in some way. False otherwise.</returns>
1552 public bool HandleMoveToTargetUpdate( 1559 public bool HandleMoveToTargetUpdate(
1553 ref Vector3 agent_control_v3, Quaternion bodyRotation, bool reset, bool allowUpdate) 1560 ref Vector3 agent_control_v3, Quaternion bodyRotation, bool allowUpdate)
1554 { 1561 {
1555// m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name); 1562// m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name);
1556 1563
1557 bool updated = false; 1564 bool updated = false;
1558 1565
1559 if (reset)
1560 {
1561 if (m_moveToPositionInProgress)
1562 {
1563 ResetMoveToTarget();
1564 updated = true;
1565 }
1566
1567 return updated;
1568 }
1569
1570// m_log.DebugFormat( 1566// m_log.DebugFormat(
1571// "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}", 1567// "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}",
1572// allowUpdate, m_moveToPositionInProgress, m_autopilotMoving); 1568// allowUpdate, m_moveToPositionInProgress, m_autopilotMoving);
@@ -1712,7 +1708,7 @@ namespace OpenSim.Region.Framework.Scenes
1712 MoveToPositionTarget = pos; 1708 MoveToPositionTarget = pos;
1713 1709
1714 Vector3 agent_control_v3 = new Vector3(); 1710 Vector3 agent_control_v3 = new Vector3();
1715 HandleMoveToTargetUpdate(ref agent_control_v3, Rotation, false, true); 1711 HandleMoveToTargetUpdate(ref agent_control_v3, Rotation, true);
1716 AddNewMovement(agent_control_v3, Rotation); 1712 AddNewMovement(agent_control_v3, Rotation);
1717 } 1713 }
1718 1714
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
87 else 87 else
88 { 88 {
89 Vector3 agent_control_v3 = new Vector3(); 89 Vector3 agent_control_v3 = new Vector3();
90 presence.HandleMoveToTargetUpdate(ref agent_control_v3, presence.Rotation, false, true); 90 presence.HandleMoveToTargetUpdate(ref agent_control_v3, presence.Rotation, true);
91 presence.AddNewMovement(agent_control_v3, presence.Rotation); 91 presence.AddNewMovement(agent_control_v3, presence.Rotation);
92 } 92 }
93// 93//