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authorJustin Clark-Casey (justincc)2011-08-10 23:56:19 +0100
committerJustin Clark-Casey (justincc)2011-08-10 23:56:19 +0100
commit7f499ff3f386d57bcd81ebb3f58f110011100604 (patch)
treebab34762e4a9cb9e739df591360cec3405bb4e57 /OpenSim/Region/Framework/Interfaces
parentfly and no fly constants for osNpcMoveToTarget() (diff)
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Add a OS_NPC_LAND_AT_TARGET option to osMoveToTarget()
Default for this function is now not to automatically land. This allows better control by scripts when an avatar is going to be landing on a prim rather than the ground. Stopping the avatar involves faking a collision, to avoid the pid controller making it overshoot. A better approach would be to gradually slow the avatar as we near the target
Diffstat (limited to 'OpenSim/Region/Framework/Interfaces')
-rw-r--r--OpenSim/Region/Framework/Interfaces/INPCModule.cs5
1 files changed, 4 insertions, 1 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/INPCModule.cs b/OpenSim/Region/Framework/Interfaces/INPCModule.cs
index 06296c9..08b973d 100644
--- a/OpenSim/Region/Framework/Interfaces/INPCModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/INPCModule.cs
@@ -71,8 +71,11 @@ namespace OpenSim.Region.Framework.Interfaces
71 /// If true, then the avatar will attempt to walk to the location even if it's up in the air. 71 /// If true, then the avatar will attempt to walk to the location even if it's up in the air.
72 /// This is to allow walking on prims. 72 /// This is to allow walking on prims.
73 /// </param> 73 /// </param>
74 /// <param name="landAtTarget">
75 /// If true and the avatar is flying when it reaches the target, land.
76 /// </param>
74 /// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns> 77 /// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
75 bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly); 78 bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget);
76 79
77 /// <summary> 80 /// <summary>
78 /// Stop the NPC's current movement. 81 /// Stop the NPC's current movement.