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author | Justin Clark-Casey (justincc) | 2011-08-04 00:10:53 +0100 |
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committer | Justin Clark-Casey (justincc) | 2011-08-04 00:10:53 +0100 |
commit | a2f5b4ac9afeec2b8f44ba09d7236a134f187bfe (patch) | |
tree | 7c94dc4963c4a0c09cdaf8ad94265cbc128992db /OpenSim | |
parent | eliminate a reset position flag by using functionally equivalent DCFlagKeyPre... (diff) | |
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Rename HandleMoveToPositionUpdate() to HandleMoveToTargetUpdate() for consistency. Improve method doc.
Diffstat (limited to 'OpenSim')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 12 | ||||
-rw-r--r-- | OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs | 2 |
2 files changed, 7 insertions, 7 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 9f7bd9d..4c83def 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -1485,7 +1485,7 @@ 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 (HandleMoveToPositionUpdate( | 1488 | if (HandleMoveToTargetUpdate( |
1489 | ref agent_control_v3, bodyRotation, DCFlagKeyPressed, bAllowUpdateMoveToPosition)) | 1489 | ref agent_control_v3, bodyRotation, DCFlagKeyPressed, bAllowUpdateMoveToPosition)) |
1490 | update_movementflag = true; | 1490 | update_movementflag = true; |
1491 | } | 1491 | } |
@@ -1539,20 +1539,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1539 | } | 1539 | } |
1540 | 1540 | ||
1541 | /// <summary> | 1541 | /// <summary> |
1542 | /// Process move to update for an avatar. | 1542 | /// Calculate an update to move the presence to the set target. |
1543 | /// </summary> | 1543 | /// </summary> |
1544 | /// <remarks> | 1544 | /// <remarks> |
1545 | /// This doesn't actually perform the movement. Instead, it adds its vector to agent_control_v3 | 1545 | /// This doesn't actually perform the movement. Instead, it adds its vector to agent_control_v3. |
1546 | /// </remarks> | 1546 | /// </remarks> |
1547 | /// <param value="agent_control_v3">Cumulative agent movement that this method will update.</param> | 1547 | /// <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> | 1548 | /// <param value="bodyRotation">New body rotation of the avatar.</param> |
1549 | /// <param value="reset">If true, clear the move to position</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> | 1550 | /// <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> | 1551 | /// <returns>True if movement has been updated in some way. False otherwise.</returns> |
1552 | public bool HandleMoveToPositionUpdate( | 1552 | public bool HandleMoveToTargetUpdate( |
1553 | ref Vector3 agent_control_v3, Quaternion bodyRotation, bool reset, bool allowUpdate) | 1553 | ref Vector3 agent_control_v3, Quaternion bodyRotation, bool reset, bool allowUpdate) |
1554 | { | 1554 | { |
1555 | // m_log.DebugFormat("[SCENE PRESENCE]: Called DoMoveToPositionUpdate() for {0}", Name); | 1555 | // m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name); |
1556 | 1556 | ||
1557 | bool updated = false; | 1557 | bool updated = false; |
1558 | 1558 | ||
@@ -1711,7 +1711,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1711 | MoveToPositionTarget = pos; | 1711 | MoveToPositionTarget = pos; |
1712 | 1712 | ||
1713 | Vector3 agent_control_v3 = new Vector3(); | 1713 | Vector3 agent_control_v3 = new Vector3(); |
1714 | HandleMoveToPositionUpdate(ref agent_control_v3, Rotation, false, true); | 1714 | HandleMoveToTargetUpdate(ref agent_control_v3, Rotation, false, true); |
1715 | AddNewMovement(agent_control_v3, Rotation); | 1715 | AddNewMovement(agent_control_v3, Rotation); |
1716 | } | 1716 | } |
1717 | 1717 | ||
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs index f9c41d7..dd94240 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs | |||
@@ -86,7 +86,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
86 | else | 86 | else |
87 | { | 87 | { |
88 | Vector3 agent_control_v3 = new Vector3(); | 88 | Vector3 agent_control_v3 = new Vector3(); |
89 | presence.HandleMoveToPositionUpdate(ref agent_control_v3, presence.Rotation, false, true); | 89 | presence.HandleMoveToTargetUpdate(ref agent_control_v3, presence.Rotation, false, true); |
90 | presence.AddNewMovement(agent_control_v3, presence.Rotation); | 90 | presence.AddNewMovement(agent_control_v3, presence.Rotation); |
91 | } | 91 | } |
92 | // | 92 | // |