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-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs12
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs2
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//